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Showing most liked content on 06/28/2026 in all areas

  1. 6 points

    Version 1.0.0

    114 Downloads

    Designed by the late Frank Gehry and completed in 2001, the Gehry Tower (or, as I prefer to call it, the Gehryturm) is a small tower located in Hanover, Germany. I loved Frank Gehry when I was a kid, so when he passed in December, I thought it would be fun to do a tribute BAT. Unfortunately, this is Frank Gehry we're talking about here and not Gordon Bunshaft, so choosing a feasible building wasn't easy. This building sits on a 2x1 lot and comes in growable and ploppable CS$$$ varieties. It's kind of a W2W, but the twist means that the top hangs over the lot boundaries by a few meters, so you'll probably want to place it next to a shorter building to avoid clipping. Both Darknite and Maxisnite versions are provided. Only one may be used at a time. The Darknite version requires SimFox's Day and Nite Modd. Dependencies: BSC Common Dependencies Pack (specifically BSC MEGA Props - CP Vol01, and BSC MEGA Props - CP Vol02) Enjoy!
  2. 5 points
    WWTram .. Test version 0.2.49 accessible on my OneDrive >> ...a few small additions have been made: NAM pieces, common basetexture of the "tiling" type (0810xxxx, ...); .. Corrections to the generative script for the "S" TOR and TIR -> fixes the blur (what an idiot to forget 2 lines, pfff .. it must be the heat!) ; .. Addition of 3 TIS options (or TOS for purists): TIS Firenze (SAM8-Firenze paving), TIS TSR (Rivit Street) and TIS Maxis! Therefore (TIS in 4 options) the TIS WWS files - previous version - change their name: WWTram - TIS opt_WWS.dat, ... Have a good sunday !
  3. 4 points

    Version 1.0.4

    442 Downloads

    ===== SC4-ModernCamera ===== This mod completely changes the SimCity 4 Classic Camera into a more modern Mouse-Controlled camera. Current Controls: WASD: Moves the camera (optional - can be disabled in-game) Hold SHIFT to move faster M3 + horizontal drag: Rotates the camera. M3 + vertical drag: Adjusts the camera pitch. In-game Option to Invert Vertical controls Mouse wheel: New smooth zoom experience. Camera options are available in-game a NEW Modern Camera settings button in the upper-right corner of the screen. The settings window can switch between Modern and Classic camera mode in real time, reset the camera location, show the changelog, and open Advanced Settings for redraw aggression and diagnostics logging. If you enjoy the plugin, please leave a review! Discuss the plugin on the forums:
  4. 4 points
    These ones? https://cafe.naver.com/simcitysquare/34803 https://cafe.naver.com/simcitysquare/34804
  5. 4 points
    I have it. Though it looks like I'm a tad late to the party, lol
  6. 4 points
    Oh... and I almost forgot to mention... a small update (new icons, ...) on...
  7. 4 points
    The sc4 cli tool by @smf_16 has a function to move items withing submenus. It uses a command line interface. see https://github.com/sebamarynissen/sc4#usage
  8. 4 points
    The JRJ one is restored separately with the JRJ sidewalk mod. The Paeng, SMP and Moonlight will be added to their respective sidewalk mods here on STEX with an update. Or something like that.
  9. 3 points
    Actually it is a BSC BLS-D66 Whispering Pines Dude Ranch, and it was a LEX DVD content. Which means it might have been on STEX millions of years ago, but it was not re-released on LEX it was only on the DVD... It's gonna be among Barby's stuff when I get there. To be fair I started sorting out the BSC Farms, but then the new SC4PIM-X 2026 (development version is already available on GitHub) distracted me, because we were integrating many-many functions (the whole new modernized TE editor with a bunch of pre-set TE switches for most of the stations types) and needed to work on that one, and after 10 years I finally started revisiting and patching up the Heretic SeaPort Project, which will take some time. I have ideas how to speed up some of the restoration efforts, but the preparation for that one takes some time too.
  10. 3 points
    Yo, I'm Isaac. Welcome back!
  11. 3 points
    Hiya! I'm Cori. Welcome back.
  12. 3 points
    Hey @YamaLlama, welcome back! Have fun with all the new 'toys'...
  13. 3 points
    Hello, I am returning to Simtropolis after a many-year absence. I recently purchased and downloaded a digital copy of SC4 from Steam and I was so glad and excited to see that Simtropolis is still active! I'm looking forward to rebuilding my mods, lots, and add-ons database again and very excited to see all the enhancements that the community has created in the past 15 years or so! It's been so long that I can't even tell you when I last played. I stopped after the the disk version stopped working on my Windows machine. I'm really glad to start playing again and it is bringing back all kinds of nostalgia. -- YamaLlama
  14. 3 points
    All sorted. No worries.
  15. 3 points
    Someone mentioned a few weeks ago in the programming channel of the SC4E Discord that they were working on a GUI submenu editor and posted a few screen shots, but I don't think it has been released yet
  16. 3 points
    The SCILT mods have been restored here: https://www.sc4evermore.com/index.php/downloads/download/44-sidewalks/430-sc4d-LEX-legacy-bsc-cp-sidewalk-and-scilt-compilation, and includes these ids: 3173 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3169 3168 3170
  17. 3 points
    This park looks like a lot of fun!
  18. 3 points
    Loving the new 3D Camera mod! Check out my videos on it here:
  19. 3 points

    Version 1.0.0

    60 Downloads

    A set of props inspired by the architecture of coastal villages and cities in Sicily. There are prop variants rendered from different angles. This package does not include lots. Installation Simply copy the samu64d_sicily_sea_city_prop_pack folder into the Plugins folder. Dependencies None. Compatibility No known compatibility issues. Darknite required. License Creative Commons (CC).
  20. 3 points

    Version 1.0.0

    34 Downloads

    A set of building props inspired by the architecture of the city of Catania. There are prop variants rendered from different angles. This package does not include lots. Installation Simply copy the samu64d_catania_baroque_buildings_prop_pack folder into the Plugins folder. Dependencies None. Compatibility No known compatibility issues. Darknite required. License Creative Commons (CC).
  21. 3 points
    Twelve row houses so far for the upcoming pack:
  22. 2 points
    Ah, okay. Thanks for the info.
  23. 2 points
    Freight traffic detour odditie ! Saw this freight traffic odditie lately ! Capuchia industrial estate has split traffic routing. East go south but West side does something totaly odd ! Show you the drawpath of the local interchange ! Right along the police hq is the mayor boulevard in and out of town ! What does freight traffic do ? Freight traffic should take the mayor highway out of town, but this instence it visits university campus and the airport ! Check the bridge over the Mekong wee see the problem ! Fix the bridge and adjust the slope lttle more, the path is connecting ! Some game cycles on the expected routing commence ! Capuchia is developing nicely, but the urban and specially the agriculture first take a lot of time to develope ! Want to continue this north eastern part of the region before going to the last south and south western area´s ! Update: Checked this kind of bridge on two other locations being broke aswell ! Some other maxis bridge for RhHW Maxis is where broke aswell replaced with ! Enjoy !
  24. 2 points
    I already managed to nab that one on Cafe.Naver, but thanks regardless. As for Whispering Pines Dude Ranch, according to the BSC Rewards Chain guide it's by Dolphin66 (a.k.a. D66)
  25. 2 points
    One option would be using SC4DataNode to find which files are overriding those properties. The other option which is more manual but with less of a learning curve is the binary search method, which basically entails removing half of your plugins to see if the issue disappears, and then repeating until you find the exact file.
  26. 2 points
  27. 2 points
    Oops, missed that part of the request.. Do you know any info outside of the name of the first two? the greenhouse is here
  28. 2 points
    Got a good haul just now beyond just those two. Thanks again. Sadly, still can't find Whispering Pines Dude Ranch
  29. 2 points
    Yes. Those are the ones. Thank you.
  30. 2 points
    Yes, as of version 0.6.0 of BAT4Blender, batch processing is possible, as described in the Readme. My preference it to put the shared objects in neither Night nor Day folder, to avoid duplicating everything.
  31. 2 points
    The metallic materials are executed so well. It seems there are many layers to them, and due to each quality expressing just the right amount of itself, it creates a synergy and allows every quality to blend together perfectly. It leaves me saying, "This is beautiful and also correct," without really knowing how. The blue only makes me feel this more strongly, and it's also large enough to satisfy the eyes, but small enough to keep you wanting more. Phenomenal work! 10/10
  32. 2 points
    did a little bit of livestream
  33. 2 points
    WOW this is huge! Thank you
  34. 2 points
    Oh yea, you are right. I will update the image. Thanks!
  35. 2 points
    Hello! nos.17. I think the image on the link is misleading. JRJ, Moonlight, Paeng, and SMP are not included in the file.
  36. 2 points
  37. 2 points
    Right here! Please ignore my failed attempt to restore.
  38. 2 points
    I do, ofc! If you know which post it goes in, I'll fix it.
  39. 2 points
    Flamanville Nuclear Power Station Note: Satellite photography of the entire facility premises is censored across most services (presumably per request of the French government). Aerial and ground photography of the site is generally not, however. Description: My request is the Flamanville nuclear power station situated in Flamanville, Manche, France. Its newest unit and the offices attached to it are what I'm interested in the most, but having access to all three in the game would be nice. Implementing the power station in a modular fashion with visually identical models/lots for the oldest two units is an option. In any case, modelling the entire plant shouldn't be necessary given the amount of pre-existing storage and electrical buildings/lots available. The facility has three reactors in total. Flamanville-1 and Flamanville-2 are situated in the middle and rear in the above photograph and are PWRs that began supplying energy to France's electrical grid in 1987. Flamanville-3, which is situated at the front in the aforementioned photograph, is an EPR and officially joined France's grid in 2026. The power station is owned and operated by EDF (Électricité de France). English Wikipedia article French Wikipedia article which is vastly more in-depth and contains numerous additional photos. Why this would be beneficial for the game or community: The selection of custom nuclear fission power plants available for SC4 is relatively limited, especially regarding ones that use modern, aesthetically-pleasing architecture. The third unit of the Flamanville nuclear power plant is the most significant in this regard. Its turbine building makes use of natural light to help illuminate large regions of its relatively open floor plan during daytime, and the administration building directly adjacent to it is divided into three primary towers with walkways between them at the highest levels. The usage of slopes for the exterior walls and roofs of both the offices and turbine house feels subdued (as though the architectural firm behind their design knew better than to try and completely avoid 90° angles). The bright blue color of the chimneys also contrasts well against the bright white of the reactor exteriors.
  40. 2 points
    A Simpsons gag about Gehry projects has him crumpling up a sheet of paper and using it as the basis of his design. While one of the most important architects of his generation, his work is rather complex, abstract, dramatic and finished in gleaming materials. It is not easy to model. IDS2 has done a faithful recreation of one of the more restrained Gehry projects. The textures are superb, with a metallic quality. The modeling is faithful - some players may want to re-lot as a 2x2 given the flaring lines of the model and risk of "bleeding" in W2W environments. The modding is appropriate. A unique work and a fitting homage to one of the world's late, great architects. 5/5.
  41. 2 points
    @Rj Simas the cIGZWinOptGrp, cIGZWinScrollbar, cIGZWinSlider, cIGZWinSpinner, and cIGZWinTextEdit interface headers are now in the main gzcom-dll repository. I also fixed a few issues with overload ordering in cIGZWin.h. I tested the cIGZWinCtrlMgr::CreateLabel function, and it appears to work correctly. I have no idea why you were getting a parameter error.
  42. 2 points
    Quite the exciting route home for the sims working at that farm.
  43. 2 points
    Nice, the buildings go really well together!
  44. 2 points
    I'm not that great with all this stuff but I hope this helps. In Blender(Bat4Blender) with nights there's a few options depending on what you are trying to achieve. In your Blender Scene Collection when you render your scene, lets say you render in 'Day and MN', your final product will be identical both for the day and night, apart from one obviously being in the night time and the in the day time. This is ok for a scene without lights. With lighting, you are best to have two folders in your Scene Collection, one called Day and the other Night. Bat4Blender will use these 2 folders to differentiate between what you see in the day or night. This way whatever is in your day scene will only show in the day time, and the same goes for the night scene. My personal way to do this is to first fully create my night scene in the Night folder, add the light emitters to their own folder (called Lights) in the Night folder. Once I'm happy with the render, I duplicate everything in my Night folder and add it to the Day folder (which was empty). Then I just delete the Lights folder from the Day folder as I don't want them to be still still on in the day. When you do the same 'Day and MN' render, Bat4Blender will render the correlating named folders into the one Model file. Adding lights is very simple, Blender has 1000's of YouTube 'how to videos'. At the top of Blender there's an Add tab, mid way down is Light where you have 4 options depending on what type of light you are wanting. Once created it will appear at the World Centre Cursor, move it to where you want it and on the RHS a new light bulb icon will be where the render/object/materials/etc icons are. you can adjust it's properties here. Sorry, I don't know anything about batch rendering.
  45. 2 points

    Version 1.0.0

    60 Downloads

    Hello folks, first of all, I`m glad to be back to Simtropolis, and I say this as a big thank you to all the people involved in the work to bring the site back online, I was back to playing SimCity 4 in the middle of the site downtime and I cant describe the surprise when I clicked my old Simtropolis browser bookmark, to re download my plugin folder,and found that the site was offline. I`m Glad the site was brought back online, It was a good part of my early to late teenage, that I do not wish to abandon. So,about the file: My last update was pre Covid 19, sooo, it`s a long hiatus, and I practically forgot how to even run bat4max and 3dsmax.So long story short this is a quick model that I made, It`s a common apartment project based on a standard pre fab model, found in almost every mid to big city in Brazil, 42m2, two bedroom . In the game is a stage 3-4 R$ zone, so , mid density, while in real life it`s a common lower middle/middle class housing on high rent value areas, popular among young couples and families, and first generation housing. In fact, this was based on my first apartment when I moved out of my parents house. I included a landmark plop version, among tree growable lots , hope you all like. Dependencies: SC4D LEX Legacy - BSC Common Dependencies Pack
  46. 2 points

    Version 1.0.0

    202 Downloads

    Here are 4 re-lots of WannGLondon's fantastic LA houses - here they use a prop family for diversity. Obviously you'll need the original houses as the only dependency. 4 landmark lots with neutralized stats for ease of use. They give a really good LA vibe - especially on FA segments! Enjoy them! Thanks Wann!
  47. 1 point
    Does anyone have ModPacc Zero - City Halls (Beta v1.2).zip? The attachment is missing and I'd like to restore that item. I only have v1.1.
  48. 1 point
    Starting at square one, what is your operating system? Let's also you make sure Java is installed correctly. Open CMD or PowerShell (or equivalent) and type in java -version and report back what it shows. Memo has created usage instructions here: https://memo33.github.io/sc4pac/#/. Start by following those. Does the program launch? What step are you getting stuck on exactly?
  49. 1 point
    Ya any hotkey that uses WASD, just disable that function. Ex I wanted to take a screenshot- cntrl-shift-s. Could not. Also saving with the hotkey way is no good, until I disabled it. I would recommend it being disabled by default for a future version.
  50. 1 point

    Version 1.1.1

    1,674 Downloads

    Original Description: This medical mall can treat 4000 patients! Cori Edit: The original file was so borked with a mere 5 meter coverage radius that no Sims could receive any health care from it. We've chosen to not keep the old file under the change log. The stats for this lot have been extensively revised by Cori. The original used all the same numbers as the Maxis Medical Clinic with the exception that the capacity was increased to 4,000 Sims. This effectively made it a Cheat Lot (and that's fine if properly advertised as such) wherein the cost per Sim was 8 times less than a clinic and all the other attributes were also inconsistent compared to the lot size. However, I believe we can still maintain @bjdf82's vision while also making it more in harmony with other Maxis content. I've adjusted it to still be somewhat of a cheat, but now with logical reasoning for such. The idea is that this mini-medical complex doesn't have near the overhead of a hospital with larger rooms and beds for an extended stay. Nor does it have the massive expense of maintaining a helicopter and landing pad. So the Medical Mall (as they named it) can streamline their operations for better cost management and quicker turnaround per patient. The cost works out to §0.20 per Sim per month. The hospital is §0.33 per Sim per month, but has a larger coverage radius. Note: Trees seen in the pic started as seedlings so they will need time to grow in your game. Cars in the parking lots fade in and out of view based on the game's 24 hour clock. Here are the stats now: Lot Stats Lot Size 4 x 4 Plop Cost §800 Total Monthly Cost §800 / §150 Bulldoze Cost §80 Jobs Provided 8 R§ 48 R§§ 8 R§§§ Patient Capacity 4,000 Sims Health Quotient Boost 11.5 points Coverage Radius 512 meters Power Consumed 32 MWh/Month Water Consumed 80 m3/Month Air Pollution 1 over 3 tiles Water Pollution 1 over 4 tiles Garbage Pollution 12 over 0 tiles Installation: Remove the old CV4x3_LargeClinic_ec1042d4.SC4Lot file from your plugins. Then drop in the new Medical Mall by bjdf82 and Fixed by Cori v1.1.1.SC4Lot into your plugins. Typically we'd be very concerned about creating a phantom slider bug if we didn't first bulldoze all prior plops of this lot. However, I've used my special method to circumvent that. Just be certain you truly understand the method if you plan to edit the file. There are two sets of LotConfig and Building exemplars which are needed for this extra protection. It allows keeping prior plops in your game or bulldozing them at your leisure. Dependency: There is one single dependency: bldgprop_vol1.dat , but it's better to use: Maxis Prop Names and Query Fix by T Wrecks.
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