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Showing most liked content on 03/03/2017 in all areas

  1. 9 points

    Show Us What You're Working On

    Hi Everyone! Little progress on the SeaPort Expansion. I decided to put long old styleish factory buildings (thanks for @jestarr master the lovely industrial buildings) some of the lots, mainly I has been inspirated by @T Wrecks and his IRM W2W lots, and huge thanks for @nofunk his recently released Lindsey Bros building, which I found a very nice addition one or few of my lot concepts. The following pictures are still WIP concepts. I don't know when I will release these lots, I'm still working on the basis. According to my plans, the upload will contain second versions of some of my previously released SeaPort railyards, because I was asked to remove the huge/high light cones from some of the lots; expansion for the PEG-CDK3 set (which does not contain rail tracks - this set is nearly done), expansion for the PEG-CDK3-SP set (which contains rail tracks - this set is actually in progress); some new bigger I-M lots my DTR-STR Ind Harbour set, because why not; and a few quite big Harbour industrial lots (with several buildings, railyards etc). So that's what I'm working on recently: And of course thanks for @Simmer2 master again and always for his RRW NSB Overlay Texture Set, which will be the main dependency for the expansion. - Tyberius
  2. 8 points
    As part of the upcoming Trixie Season, the Staff team have been interviewing various prominent members of the community and asking them about their favorite STEX files and City Journals over the past two years, inspriation and creative workflow, along with life outside of Simtropolis. So without further ado, please welcome our next guest: An Interview with Takingyouthere Hi @Takingyouthere, how are you? I'm doing great, thanks for asking. We all have our own unique Simtropolis story. How did you first discover this community? I can't recall the specifics as it's been 12 years and 9 months since I joined the site, but I'm pretty sure I found Simtropolis through a link on the maxis simcity 4 site. Back then there were quite a few more active sites than today but Simtropolis has always stood out as one of the best. How was it that you first came across the SimCity franchise? The first Sim City I played was the original on the Nintendo platform. Even though I was just a little kid who didn't know the first thing about real world city building I somehow became completely enthralled with a game about city building. I still remember building up the old island map from the game over and over again, each time trying to set a new high mark in population;image credit; http://www.simcity.com/en_US/blog/article/Data-Maps-in-SimCity-Part-1 What have been some of your favourite Simtropolis moments? As a highway aficionado the NAM releases are always a big deal for me and release 34 with it's additional flexfly pieces was probably the most exciting release. On a personal note entry 25 of my CJ published last Jan 4th was quite the watershed moment for me, I couldn't believe the community response at that time which was a great source of motivation going forward. As well as when I finally released the HD versions from that niche project of mine, the Towers of Steel(fyi the supertalls are coming!) How would you introduce your work to anybody who's new to it? The easiest and quickest way would be to take a look at my city journal. If I had to narrow it down I would recommend entries 32, 34, 35, 40 & 41 each one of which shows examples of; my urban city building from close up and afar, transportation networks, industry and landscape work. For a really quick introduction here's three pictures which sums it up best; What are the steps in your creative process? The creative process for me begins at the regional level. The first step is to figure out a rough estimation of the paths the road and railway networks will take as they meander across the landscape. I don't like simple grid patterns and instead I build my networks more organically and have them 'follow the terrain'. Next I determine the type of development which will be built in specific areas, starting off with large scale infrastructure projects such as power plants and continuing down what types of zoning will be built in each city tile. When I start an individual city tile the process is more or less the same. Determine the optimal routing for highways, roadways, railways and other kinds of networks like hydro corridors, this all comes first. After that is done I place all the institutional buildings which are necessary to help the city grow and function properly eg. hospitals, schools, police, etc. This is then followed by the zoning itself. I've really never been interested in intentionally making it difficult for my cities to grow. I like them to build as easily as possible and not have buildings abandon afterwards. The problem that I'm most interested in solving is figuring out how to get people from point A to point B. Unfortunately Sim City 4 is rather limited in realistically simulating real world travel patterns. Some areas end up being overbuild and some underbuilt in regards to the traffic they should have in game. From then on I continue to make adjustments to each network while trying to do everything I can to get sims to use what is available to them. Aside from mmp placement almost everything I do in game serves a functional purpose. I don't want to build a city that is just eye candy alone, it has to be a living and breathing functional entry. At the same time though building placement is very important to me from an aesthetic perspective as well. I'll let things grow organically for a while and see what pops up, but it's rare that I'm ever satisfied with the 'look' of whats been grown. In fact most of my commercial and industrial areas are predominately plopped and I would do the same for residential development if only sims could travel in and out of them. I prefer to be entirely in control of all developments much in the same way as how a real world city council or planning department approves and rejects what kinds of development and what density can be built in any particular location. This comes from being a architectural aficionado and in fact before I switched careers I had want to be an architect. It's only once all the functional aspects of the city are complete that I'll focus on the last step which is beautifying it with mmp's. You usually create metropolitan style CJs, what other members are creating similar CJs to yours? How does this competition in your genre help develop your own work? And which piece of their work has inspired you in the past two years? There are quite a few other members who also build similar types of urban environments. I think I've probably taken ques & inspiration from nearly all of them at one time or another. I could easily name a dozen or more but in the interest of brevity I'll limit my answer to three examples which focus on what are my favorite types of things to create in game; mmp work, industrial zones & transportation networks. I guess that was kind of obvious for anyone who follows my work I've taken a lot of inspiration last year from @Akallan's R.C.D & Phoenix Project when it comes to landscaping and mmp usage. His work in the genre is simply fantastic and just as great is his willingness to help others in creating their own meticulously landscaped scene. There's many examples of his superb work which I could link to but the one that I think which best highlights his creative ingenuity is Eréphore - Pt. I @Ln X's My SC4 CJ scrapbook has been an invaluable source when its come to creating large-scale industrial zones especially in the earlier days of my CJ when I didn't have the best understanding of scale. Broadsville's Industry part 1 & 2 for instance really opened my eyes up to what was possible with industry; For transportation I highly recommend taking a look at @kingofsimcity's Exploring Onyx. For members who are trying to create more realistic highway networks look no further than Arcadia Metro I & II - that is what it should look like. Also his prodigious use of angled roads continues to inspires me to incorporate more in my own work. What advice would you give to a custom content newcomer, who was planning on creating their first item? In regards to BATing, I would recommend using 3ds max from the get go. Gmax is easier to use and render your work with but it generally doesn't produce the level of quality that SC4 players expect from custom models today. 3ds has a much longer learning curve but if your having difficulties I would recommend starting a BAT thread, you'll be amazed at how supportive other members of simtropolis can be. Tell us one of your favourite pieces from the STEX in 2015 and 2016 and explain what it is about and why this is your favourite piece? There are a number of very high quality BAT's that have been released over that time which makes this a difficult question to answer. My favorite would probably be Solar das Paineiras by @JP Schriefer image credit; JP Schriefer It's not a well-known building but I choose it for two reasons. First the model and textures used are incredibly detailed. For instance you can clearly see the detailed brickwork on the facade of the building. Secondly, as a art-deco & postmodernism aficionado this type of building style really appeals to me, that is buildings that make use of set backs, solid building surfaces i.e brick & stone and a combination of well integrated and varied building elements, all of which appeals to me which is also why I'm particularly fond of most of JP's releases. What's a quality piece of work from the last two years which you think has been overlooked? I'll go with a @Simmer2 creation here, some of which haven't gotten as much screen time as they deserve. In particular the SM2 Gogar Tram Depot really stands out with an excellent combination of textures and models laid out over a realistically sized lot(real world). Who is an up-and-coming member that we should look out for next year? A few members that haven't been too active on the site yet but who's work shown so far has been excellent are @Mańkowsky, @Artimus, @antsel & @Krisman. You've had a successful year as an entrant in the Simtropolis Challenges, has there been images from other members which have just stunned you? Has there been images which are so different to your usual play style which you think you just couldn't recreate if you tired? I haven't been following some of the more recent competitions but here's one from a little while back which fascinated me; Plantation Metropolis Regional Night View by @pcwhiz24 On top of being a well designed and great looking road & highway network I'm still in awe of how he got the highways to light up just perfectly like that. Finally, if you had to choose, would you rather fight a one horse sized duck, or a hundred duck sized horses? I first read that as one house sized duck!! But even still a horse is pretty damn big. As long as there's no time limit, I'll take the one hundred duck sized horses please! I know I wouldn’t want to face a house sized duck, thats for sure! Thanks for your time, can't wait for the trixies! Likewise and thanks again for having me
  3. 8 points

    Ronyx: Water Treatment Released

    I have some snow props, but I didn't make decals because it would be too noticeable when they disappear, you couldn't just cover an area in snow. There are markings like that already, some kind of slow uk decal, and the school decal from beardmonkey. I'm probably not going to make any road markings. Depends, the game destroys my gpu because it's bad and I throw all these trees and props at it. I haven't played the game to make a city with citizens yet, so there's not much cpu use. I doubt I'll get into sports decals because I'm not into sports, all the others are probably going to be made. Is that on a winter map? I've never tried one and everything is covered in snow there anyway, no? And snow in regular maps would make for a very noticable transition when you zoom out and the snow disappears. Anyway, the classic fallen leaves have served us well, but perhaps it's time for an upgrade: http://steamcommunity.com/sharedfiles/filedetails/?id=875912707
  4. 7 points

    Version 1.0.0


    Rural Docklands Expansion 36 Lots to expand the Rural Docklands Warning The original Rural Docklands Sets I and II by Doc Rorlach(†) requires 11 Dependencies. This expansion set requires additional 11 Dependencies. So if you never used the Rural Docklands before you might end up with 22 Dependencies to download. Before downloading please make shure you already have the necessary dependencies or if they are still available. Basic Information This product enlarges the Dural Docklands with 3 and 4 tiles deep lots and quite a few corner lots to build up an industrial water front. There are no container ports related lots in this set. You can find many of them already on the STEX. This set was done with inland ports and the filling of large harbour areas in mind. To make the many different corner pieces user friendly I used symbols on the icons. It's easy to understand but it's strongly recommended to read the chapter 'Usage' in the included pdf. It takes less than a minute. The new lots use the same querry window as the original ones. Most of the lots use similar stats as the original set - they are almost neutral to the city with no monthly cost and small or no pollution or consumption. The main lots (car transfer dock, building material transfer dock, chemical liquids dock, coal docks) are modded for a small caps relief on industries (CRI lots). This set is dedicated to the memory of Doc Rohrlach. While downloading the following dependencies - please consider to compliment the original creators. They did the main job. Dependencies and Installation Notes 1. WMP Rural Dockands and Dependencies WMP_RDock_Set1.zip WMP_RDock_Set2.zip And all listed dependencies (11). The internal downloads are all linked at the bottom of the page. But make shure you don't forget: BSC Mega Props - JES Vol01.dat BSC Mega Props - JES Vol04.dat BSC Mega Props - JES Vol06.dat which are not included in the download section, as they are external dependencies. Hint: Rural Docklands, Set I containes a file called 'wmp_dummies.dat' and Rural Docklands, Set II contains the same file again. You can delete one of them. 2. Additional Dependencies NOB Mega Props Vol02.dat NOB Mega Props Vol03.dat BSC MEGA Props - Gascooker Vol01.dat BSC Mega Props - JES Vol09.dat PEG-PP_Scows_RESOURCE_101.dat (please check in case, if you have this actual and not an older version as it might not work) SG_Canal_CoalWharf.dat (the installer installs also a lot file named 'SG_4x4_Canal_CoalWharf_30fa6c92.SC4Lot' in the folder ."..\Plugins\BSC\Canals\Extras\Wharf - Coal". If you don't play with SimGoobers Brick Canals this lot isn't of much use and you might delete it) Murimk_industrialprops_resource.dat (included in this download is a folder called MMPs with dat files to turn the props into MMPs. You don't need this, but they are really nice und you might want to keep it) Nams PROPS PACK Vol 2.dat R6_Prop Pack 2010_Vol2.dat R6_TSC_PropPack_Vol2.dat RJM Prop Pack 2 Additional Content (you don't need this - but you may like) This files can make a fine addition to some of the lots: Hardun industris coal mine (to expand the coal dock). JENXPARIS House Boat by (ploppable ship, fitting in size) Hong Kong Junker Ships (even more nice ploppable ships) Fantozzi, march 2017. Enjoy!
  5. 7 points

    A Trixies Interview with rsc204

    As part of the upcoming Trixie Season, the Staff team have been interviewing various prominent members of the community and asking them about their favorite STEX files and City Journals over the past two years, inspriation and creative workflow, along with life outside of Simtropolis. So without further ado, please welcome our third guest: An Interview with RSC204 Hi @rsc204, how are you today? (MGB204 on SC4D) Hello Hamish, I'm well thanks. What is your earliest memory of simcity? That would have to be the Super Nintendo (SNES) version of the original. I still have that along with it's original save files too. My parents were dead set against me having a computer as a child, so until I could afford my own, I never had access to one. Later when I did get a PC, I played the sequel SC2000, but I found it hard to balance the needs of the simulator and never really got into it. After a nasty car accident about 10 years ago, I was laid up for a while with an old laptop. This time round I managed to get on top of the simulation side, but all too quickly felt I'd done all you could do with the game. I've always been able to sink lots of time into simulators, I like the open-ended nature of them. But SC4 was simply off my radar until about 4-5 years ago. Then I found mods, next thing you know I'm so busy making mods, I barely play the game anymore. Has this game helped inspire you at all in real life endeavours? Perhaps a little, I keep looking at the world and trying to think of it in SimCity. But mostly, modding SC4 has unlocked some skills, especially more artistically based, that I never would have thought possible. That said, to date those skills haven't really found a real-world application outside of my modding activities. Content comes in many shapes and sizes. What do you look for when seeking new STEX items to download? My long term goal is to make a modern UK-themed region, I'm nothing like there after many years of hard work though. So if a building or mod comes along that fits that theme, it becomes a must have download. I'm also focussed on aesthetics, I like everything to blend in together too. Any mod that either improves the content of the vanilla game, especially replacement HD props is useful to me. But being able to mod, what's more important is usually the models themselves. I can always customise anything I find to work as desired. I probably don't do as much downloading/installing of mods as you might think. I'm running a tight ship where my plugins folder is concerned. Occasionally, I enjoy playing regions without worrying too much about custom content too. It's a little freeing to not have to try and find the perfect buildings all the time. Which is the very problem that keeps me modding, rather than playing. But I hope one day I'll get past this and be able to enjoy the game more. I'm in no rush, there is nothing out there that can come close to the longevity and flexibility SC4 offers. You've made some pretty amazing mods, most recently ones which unify ground texture under NAM pieces. What inspires you to create these mods? When I first started getting into modding, I really disliked the Maxis Sidewalks. They probably fit the San Francisco theme of the game, but were not for me. So I installed a sidewalk mod, but hated the contrast between a custom sidewalk and the Maxis ones. They just stand out, there is no way to hide them or make them work together. A similar thing happened when I started using HD Terrain mods. Gobias' excellent Berner Oberland terrain came with the grass-equivalent of a sidewalk mod. But whilst I really liked what it did, I intensely disliked the mis-match of textures it left behind. In both areas, I've been working to unify together a complete set of Sidewalk and Grass textures, which are the main component of both my SEN (SWN) and TGN mods. How much work goes into something like this which, on the surface, seems so simple? Simply put a hideous amount. I don't exactly make things easy for myself either. I think part of my philosophy of trying to give back where I can, does add to the development process. I don't simply make these mods thinking about my game only. I try to make something that can be reused and is as flexible as possible. I'm also very picky, I spend a lot of time trying to ensure I've not missed a single texture and testing everything until I'm satisfied there are no problems or missing pieces. Of course, there is always something else to add, not to mention updates to cover new releases along the way. It's probably very easy to miss just how comprehensive both mods are, no similar mod even gets close to the level of coverage I've achieved. From the beginning, I made huge efforts to automate as much as possible. But due to the ever-improving tools I helped develop with @rivit (GoFSH), I must have restarted this process 2 or 3 times over now. I simply can not go on without mentioning both @memo and @rivit in respect of TGN. Without Memo's tool I originally used to make v1, TGN simply would never have existed. Likewise, 6 months of intensive development work together with Rivit has transformed the possibilities on offer. He was always the brains behind how to do most things. But provided assistance countless times and was very open to feedback on new features and changes. In fact, that's still evolving, so keep an eye out for the next iteration, I'm genuinely excited by what we're cooking up behind the scenes. All told, it probably runs into hundreds, if not thousands of hours, not that I've been keeping a record. But I'm slowly getting to the point where I can sit back and simply maintain the repositories that make these mods happen, the bulk of the work is almost complete. When I get there, that will be a very good day. But the real goal here, is that hopefully my work will have solved the issue of mis-matching textures for everyone. It's not all about textures... If you'll indulge me with a little self-promotion however, I would briefly like to talk about my non-texture work. I keep saying I'm done with texturing, because that's really only a small part of what I'm doing, even if it's probably the most well known. I started learning how to make models in 2015, with my first release being some simple pedestrian bridges. But I'm really very proud of both my Rail Depot and Convenience Store models. Both of which took a very long time to complete, partially because I'm very picky, but also because I'm still learning how to make textures. I also managed to make a small but significant addon for CALs re-mastered SG Canals. Matching up the textures took an extraordinary effort, to the point of finding archaic versions of 3DS Max/BAT4Max to match the textures. But the simple eight additional pieces that produced have brought about a renascence for me and using canals. Being stuck to the grid in 2016 is really a turn off for me, so that was another creation I feel really satisfied with. 2015: 2016: You've also made some great additions to the NAM, what's it like working with this team? Mostly until now I've been helping by contributing fixes/patches and helping out with support for users. I also try where possible to assist my team-mates, adding EU and LHD compatibility. Having access to certain information that would otherwise be off limits sure is useful. Alex's ( @Tarkus) long term commitment to all things SC4, unwavering patience and complete understanding of the underpinnings of the game, makes him a great ambassador. Working alongside him and the other team members is a real privilege. Not to mention the countless ways that being part of the team has allowed me to improve my modding skills. I was very pleased to bring the MHO refresh as part of NAM35, that really felt like my first solid contribution to the mod. It's another of those very long projects I seem to find myself taking on. My next goal is bringing everyone a completely new SAMmod for NAM36, the IndustrieSAM network. This is already mostly finished, but will represent a major contribution in terms of code for the first time. It's another accomplishment that I couldn't have realised, without the selfless help of my team mates. While the NAM Team is probably the biggest team of content creators, are there any other teams which you follow which you must download any creation they put out? Sadly there aren't so many active teams these days, so you've posed a bit of a tricky one there. If there was one team where I could say I'd grab every release without hesitation, that would have to be the VIP team. Although these days, that tends to be mostly the work of @Girafe. I'm a sucker for high-quality HD content and the VIP team made some of the best props/models out there. Girafe's flora is always a welcome addition and I use it whenever my lots/mods need some greenery. Outside of this genre, Transit mods, what is a work you have been very impressed with which is thematically at opposite ends to your style? Whilst it's not really the sort of thing I have much use for, I'd have to single out the excellent quality ChryslerBuilding by @Reddonquixote here. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3326 Seeing the development and the final renders, just felt like a new bar had been set for the quality of SC4 buildings. From the gorgeous metallic effect on the spire, to the unbelievable nightlighting and supremely detailed facade, it just oozes quality through and through. Yet, I don't think I've ever plopped it in game, I should rectify that. What would be the most substantial project that has left a meaningful impression on you from the past two years? Why is that? Sometimes it's the little things that make all the difference. @ILL Tonkso created so many models, for anyone wanting to make UK cities, it's a real treasure trove of must have content. Not all of it has stood the test of time so well, but @kingofsimcity's re-lots have utterly transformed many of these models. Giving them the sort of environment (lot) that finally does justice to them. Add to that his work on the parking textures and smart use of modular complexes and you end up with some hugely visually appealing content. For example, using just one of those buildings, a fairly generic office, KOSC lotted a huge number of variations. This makes these lots really usable without ever feeling too repetitive. Link to KOSC's content... http://community.simtropolis.com/profile/33566-kingofsimcity/?do=content&type=downloads_file&change_section=1 If asked to pick a couple other specific lots, I guess these would be my favourites (all from 2015): Tell us one of your favourite pieces from the STEX in 2015 and 2016 and explain what it is about and why this is your favourite piece? 2015 In 2015, whilst perhaps not an obvious choice, it would have to be @simmaster07's SC4Fix.dll for me. As someone with a good technical knowledge, seeing this bug squashed was really quite astonishing, it was one of those things thought of as impossible. Then out of nowhere, along comes this fix, which personally has made playing SC4 so much better. I can't tell you how many times I fell foul to the CTD, being a big user of much NAM content. On many occasions, I lost a lot of work too. But since this was released, my game simply never crashes and is totally stable. As such, this was my favourite mod from 2015. 2016 For 2016, I wasn't able to decide on one clear winner, both of these little gems not only conform to my UK theme, but are of outstanding quality too. First is @Bombardiere's Clerkenwell Close buildings. Quintessentially British, with superb texturing and modded to be very flexible, it ticks all my boxes for a great download. Partially it's my love of the golden age of Steam Trains, but also partially because it's the Flying Scotsman (do I need explain that?). Both of these great mods, whilst being of a more historical nature, are completely usable in a modern environment too. I am simply unable to choose between them, sorry. Simtropolis is organized into ‘player' and ‘builder' categories. Regarding the ‘player' section, do you have any favourite CJers that you enjoy following? And what piece of content from them in the past two years would you recommend to others? I must be honest and confess I don't really get into the CJ section as much as I perhaps should. I do try to follow a number of CJs however and have been impressed with the work of @Dreadnought's Jade Bight series. His attention to detail is up there with the best of them. @Ln X(my SC4 Scrapbook), @Belfastsocrates (The Viceroyalty of Perseus) and @_Michael (Mikenstein) are three other CJs I always enjoy seeing updates for. Mainly because I feel they all have a coherent style that inspires me to create things for my own game. Who is an up-and-coming member that we should look out for next year? Although releasing models since early 2016, I will be keeping an eye out for more models from @Aarsgevogelte. In a short space of time, the quality of his releases have improved greatly, along with a frequent supply of new buildings. Most of them fit well in all European environments too. Lastly, What has been one of your favourite Simtropolis moments? Now you've really got me thinking, I see why you left that one for last... Since there isn't a single instance that comes to mind, I think I'll have to wriggle out of it with a more general answer. Being part of Simtropolis is in and of itself a wonderful experience. I enjoy trying to help others, but have too received my share of assistance. It's a real community that has been instrumental to keeping a game I genuinely love alive all these years. Once more it's a privilege to be a part of something like ST, a place where anyone can come and join in our passion for SC4 and city building. Thank you for joining us today RSC204, here's to a great Trixies
  6. 6 points
    Before (c. 2011): After:
  7. 6 points

    Show us your... Nature!

    Small bits of nature in an sea of urbanity
  8. 5 points

    Show us your Downtown/CBD

    Isomatric camera downtown. (Eat your heart out SC4). (Yes, there's lots of non workshop content.)
  9. 5 points

    Can't find it?... Ask here!

    @chitown172 ... also, there's this one, which is probably more towards what you're looking for:
  10. 5 points
    European trucks are up! All from the brand new MIYAGI MOTORS factory near you! I just couldn't resist changing SCANIA to MIYAGI on these - it just fits much better with the container brands than a real life brand.
  11. 5 points

    Show Us What You're Working On

    Working on a couple highway curves. 1 2
  12. 4 points

    Can't find it?... Ask here!

    you do have to use them with the correct canals but this is the closest that I know.
  13. 4 points
    JP Schriefer

    JP Schriefer's BATs

    Hotwheeler: thank you very much! I only need to finish the entrances of the towers now, I hope to release them next week Ceafus 88: thank you Yesterday I released Castelo del Mar building in the STEx: I always avoided doing Brazilian residential buildings because almost all of them have very complex bases and I was too lazy to do them, but finally I got tired of this perfectionism and I decided to do only the towers, it's even better for whoever wants to edit them in the Lot Editor. So I intend from now on to come with a lot of Brazilian residential buildings, probably from other countries from South America as well, the first one was Castelo del Mar. This one is Saint Thomas Building from my home town. Now I'm testing the textures and after that I'll just need to model the solar panels and add some stuff near to that pool.
  14. 3 points

    Show Us What You're Working On

    Wow, so much good stuff in the works by everyone! Here's a WIP Costco relot that I whipped up today, using the b62 Wawa as a stand-in for Costco gas. Been lurking mostly for the last month but I finally found the time to start something again. Also have a ton of almost-sorta-finished lots from the past 6 months that's just been sitting on my hard drive. Guess I need to get on that again.
  15. 3 points

    Stuck...No demand.

    If you are simply looking to use the default farmers market from the game, but no longer have demand for farms to make it, there is a "cheat" you can use to unlock it and all other unlockable content (rewards). Press CTRL + X, a box appears, type "you don't deserve it" into the box and hit enter. Now all rewards are selectable until you next close the city.
  16. 3 points
    Yeah the pre and postwar categories always had that problem but discussions never lead to any way of doing it better. But there is a description to the trixies that explain more. I think the description was something like "architecture styles that are predominantly associated with the period before/after world war 2". The issue of the bauhaus and other modernism from that period didn't happen in practice, but I think people would agree that it would fit the spirit of the award better in the post war category. The game itself has the same problem where they wanted to make groupings of architecture styles and give them simple names that people would understand. But even though to me it's crystal clear that tilesets are describing styles and not geography, a lot of people were putting shiny skyscrapers into the Chicago 1890 tileset because they were physically located in Chicago, and putting renaissance buildings in Euro because they were located in Europe. But anyway, while prewar and postwar are very standard ways of describing things in the US, I think combined with the description pretty much everyone around the world understands what it's really getting at. It's the difference between the government buildings in Rio vs in Brasilia or Chandigarh vs New Dehli. Probably a bigger issue for the pre and postwar groupings is whether that's how people actually BAT now. Back in the day BATers usually focused almost exclusively on one of those things. Bixel or paulvmontfort only did new buildings. JBSimio only did old buildings. It was the main niche that divided what kinds of buildings people made, and it was notable when someone did something different. Like Dylan going electric.
  17. 3 points
    Now here's the real change, the exact same spot before and after the rebuild; giphy
  18. 3 points
    T Wrecks

    JP Schriefer's BATs

    Like @matias93, I welcome your approach of focusing on the actual towers. For example, as amazing as bixel's Hong Kong residential complexes were, their sheer size was often problematic because it was hard to integrate them into the game in a meaningful and sensible way. I often found myself wishing he had offered a separate tower instead. Of course I understand that the challenge and the satisfaction of recreating such a behemoth can be tempting for a BATter, but the result is often like a racing car concept that's pure awesomeness but next to impossible to use outside absolute niches. The latest building looks very interesting once again, and I'm sure it will become another little masterpice!
  19. 3 points

    A Trixies Interview with rsc204

    Rsc204 always knows were is talking about. When he doenst give advice he will come a new great mod. A true asset for Simcity. Thanks for all help
  20. 3 points

    Nofunk's BAT Thread

    @nofunk Funny thing! I checked out Chicago on google maps and by complete and total accident found the building within 30 seconds. EDIT: It appears to be this building - https://www.google.com/maps/@41.8534269,-87.6497751,227a,20y,13.19h,45t/data=!3m1!1e3
  21. 3 points
    JP Schriefer

    A Trixies Interview with rsc204

    Very nice interview, rsc204! Your effort on this game is amazing, keep it up
  22. 3 points

    Nofunk's BAT Thread

    Thanks everyone! I've made some progress. @DavidDHetzel, this one is from Chicago.
  23. 3 points
    Thanks! Go ahead, yours looks great! Done! It's not especially supposed to work in apartment complexes, it was easier to feature the variations that way but I guess it kinda works... Maybe a bit too small for that though. I'll try to finish some ongoing projects now.
  24. 2 points

    Mary Kay Memorial Overhaul

    And ladies and gentlemen I present to you the new Mary Kay Memorial Bridge.It took 2 hours to complete.
  25. 2 points

    Stuck...No demand.

    Yes. Unless they have common water between them. Such as both touching the same lake or river. If it is all land between two adjacent tiles and you have no connections (road, rail, subway, etc) then it's the same as starting the very first tile in your region with regard to the local demand.
  26. 2 points

    Can't find it?... Ask here!

    Also! You can try Swing Bridges here!
  27. 2 points

    A Trixies Interview with rsc204

    Great interview! Thanks, @rsc204, for all the help you give and the knowledge you share. My game is dramatically better because of what I've learned from you, from the technical advice and troubleshooting to your NAM tutorials to the "push" to learn to use the modding tools myself. An interesting glimpse into the man who selflessly devotes a lot of time and effort into making the game better for everyone
  28. 2 points

    NAM General Support Topic

    @ROmeoBOT - If you are using RUM for RRW then remove the file L Lot Support - it has only partial support for these textures and this missing texture is one of them. Eggmans BSC/NCD fix is preferred. (sorry don't have a URL)
  29. 2 points
    Didn't find these in the bripizza list.. http://www.bripizza.net/sc4/2911tt/2911tt.html http://www.bripizza.net/sc4/1106ferry/1106ferry.html And I'm missing some STR RRW textures in Simmer2's Spurs and Sidings... I guess you can give me a hint?
  30. 2 points

    JP Schriefer's BATs

    For Cidade Jardim, the color of the brick is too green. It should be more like milk chocolate and less like diarrhea. I know what you mean about the Brazillian apartments. The ones that I did the bases took a lot of time. But there's a balance, because they're a distinctive part of the buildings and need to be represented, but you also want to make it more practical to BAT a lot of them.
  31. 2 points

    JP Schriefer's BATs

    I'm really hyped for all the things you are working on Schriefer! And definitely, modeling just the tower seems to be the better option; one thing I dislike about modding buildings with extensive bases is the difficulty of setting stats for them in PIM-X, since you have to calculate a filling degree for the building's LOD box. Models with bases make it way harder to estimate the amount of the LOD box that the actual building occupies. If it's not essential to have a base, better do away with it. @matias93 Thanks for the promotion, I would indeed be glad to take a stab at one of these marvels.
  32. 2 points
    Work in Progress: UVZ / TransUralMach R1 Atom Tram:
  33. 2 points

    Stuck...No demand.

    If you don't have the full agricultural mod by simpeg (SPAM), which I seriously recommend, then you can still download the farmers markets that are not rewards but come straight away! Hopefully this will give you a farmers market that you are looking for.
  34. 2 points

    PEG done

    A good part of the content of Simpeg was restored here and here You might have a look on this page, if something's still missing:: https://city-builders.info/cb-documents/11-catalog-by-website/11-simpeg-exchange Or post here: Or you could contact @catty-cb to contribute. Anyway thanks for your offer and interest.
  35. 2 points

    pclark06 Retail BAT stuff

    I am, work's just busy. I might do a combo Cities:Skylines/SC4 CJ soon. I also have a second truck set on companies I missed, that I am working on. I want to do some Canadian and Mexican companies in this set too. I have other projects non SC4 related like my iRacing team as seen below.
  36. 2 points
    I must confess, this category to me, related on SC4. makes only sense if you want to promote buildings of a certain period and origin. As pre-war doesn't mean 'ancient' or 'medieval' for example in terms of cultural history. It covers roundabout the period from baroque to the wilhelminian era. And eras are formed by culture, by stylistic characteristics - and shure they are different around the world and to apply european eras like the 'middle ages' on different cultures is ... old fashioned?. All those scientific explorers, they started with their ships from europe - bringing exotic animals and art 'back home'. And so culture was absorbed into the 'european time scale'. But what does 'middle ages' mean regarding China? Wouldn't you use completele different categories - dynasties f.e. - to discribe eras in China? But how to make dynasties a categorie for Trixies? From me there arises the same problems as if you do Trixies for 'asian bats' or 'american bats' - you don't know how to end and get completeness, how to make shure you don't do discrimination by forgetting an era or world region (and time and space is always related to each other). But then suddenly the categories become too narrowed. If you say pre-war you have to say 'ancient' too to make shure not excluding someone. And then, what's about prehistoric stuff? But - are there enough batters to have a competition on ancient (greek and rome)?So it's almost impossible to set up these kind of categories in a fair way. Or you do them complete - then you get a problem with competition - or you do them selective - then you get a problem with exclusion. As for Africa or Middle East - sometimes there is stuff, rarely, but there is. And we don't want to treat it like imperialists, don't we? So you can't exclude them but you can't make a special category for them. So maybe better to drop the idear making Trixies related to periods or world regions. Even if this is a nearby thought. But I agree on the other hand - basically there are three types of buildings, regarding the STEX and SC4 content. There are those tall, classy skyscrapers. There are those smaller houses, often of older times, with oriels and windows decoration and there are eye catching monuments. One could say these are the aesthetics which came from the game - deviding in monuments, residentials and commercials. And maybe there is a fourth one, a little bit underrepresented: civics. Civics didn't develop their own aesthetics the same way, I think. But sometimes it seems to me this game categories channeled certain aesthetics. And in my opinion it's not good to have them in competition - skyscrapers with those small houses and monuments. I would assume therefore a Trixie for pre-war bat was created. To get the skyscrapers out of competition here. So this wasn't bad thinking in my opinion. So it's the name of the category to be thought over. What would be a good category to separate skyscrapers from these 'pieces of jewelry' like buildings - to give them an own category? I ended up with dividing in small and big bats - but that's quite too brash. Imagine you win this Trixie, a Trixie for the best bat in the small bats categorie. Sounds like you are 'dwarf of the year'. What about 'nugget of the year'?
  37. 2 points

    Version 1.2.0


    5 Various maps of the Earth for rendering in SC4, and including one SC4M file. MAP FILES INCLUDED: Folder: Earth Grayscale Heightmaps 01_Earth_257x257_1x1_Signature.bmp 02_Earth_513x257_1x2_Hemispheres.bmp 03_Earth_513x513_2x2_Squared.bmp 04_Earth_769x513_2x3_Continents.bmp 05_Earth_769x513_2x3_Relief.bmp All files listed above and below are in the same sequence as the previews. Folder: Regions Earth Signature 1x1 Earth Hemispheres 1x2 Earth Squared 2x2 Earth Continents 2x3 Earth Relief 2x3 The following text is contained in the zipfile in readme.txt and HTML. INSTALL the REGIONS Folder: SC4M Earth 2x3 Relief I have included an .SC4M map of the '05_Earth_769x513_2x3_Relief' map in a new folder. To load the map in SC4 Mapper, click on 'Create Region' and select 'Grayscale'. SC4 Mapper creates the city files and a config.bmp file by default, but not a region.ini file. A region.ini file is included in the folder which may be cut and pasted into the Region folder SC4 Mapper creates. Included above are 2 new previews (to the right) showing an image from SC4 Mapper, and the rendered map in 'SC4 Region View.' FOR ALL OTHER MAPS using the SC4 in-game Map Renderer From the unzipped 'Regions' folder select any or all of the sub folders, cut and paste into your user '/Documents/ SimCity 4/Regions' folder. Each of the Regions will then appear in your 'Region' menu in the game with the same name as the folder. Each folder contains a region.ini file and a config.bmp file, defining the name and layout of the region. The 'Earth Signature' region is a 1x1 large city tile, containing only one large blank terra-formed tile. This folder also contains 1 city file (662k) named 'City - New City.sc4'. This region does not have to be rendered and may be viewed and used immediately in the game. The city has not been 'Start'ed so is still named 'City - New City.sc4'. All other region folders only contain the region.ini and config.bmp files, the maps must be rendered in SC4 region view using the included grayscale heightmaps in .bmp (256 indexed grayscale 8-bit) format. The grayscale heightmaps in this package were hand designed for use with the SC4 in-game map renderer using a popular color relief map. If you use SC4 Mapper or Terraformer, smoother surfaces and smaller file sizes may be achieved, but elevation interpretation is different, generally the water level is one increment shallower, some land area may go under. Instructions for rendering the maps with SC4 can be found at the bottom of this page. SCALING in SC4 3D SPACE: The maps are not proportionally scaled either horizontally or vertically, they only represent a general idea of area and height. Horizontally, the term 'tile' is used for both the grid of squares in the city view and the grid of cities in the region view. One city view tile is 16m x16m, and one large city tile in region view is 4km x 4km. Grid lines in city view may be toggled on/off by pressing the 'g' key. Grid lines in region view may be switched on/off by checking/unchecking 'Show City Boundaries'. Vertically, buildings are scaled in (cubic) meters, but land area and elevations are more often very disproportional. In my 'Earth Relief' map one increment of land in region view is about equal to 1800m, so 5 increments from sea level is the highest point on Earth at near 9000m. There are 62 (62 x 1800m) increments from the bottom of the sea in SC4 to the top of its 3D space, sea level cannot be raised or lowered from its 6 increment setting. In terms of my 'Relief Map' then 6 x 1800m is the deepest surface below sea level at 10,800m, almost 11 kilometers. Actual scientific measurements indicate about the same depth. Consistently, the top of SC4 space is (62 x 1800) 111,600m, about 112km above the solid surface of the Earth. Objects below about 160km in orbit are considered to be below "Low Earth Orbit". The International Space Station orbits at about 3 times the height of SC4 space in the same spherical area defined as the 'Thermosphere' of the Earth. INSTALL INSTRUCTIONS: 1.) Launch SC4. In Region View use the Load Region scroll menu to locate and open the region you want. 2.) In Region View press CTRL-ALT-SHIFT-R. You should now have a window in the top-left corner. 3.) Navigate to the 'Earth Grayscale Heightmaps' subfolder in the unzipped 'SC4 Earth Maps 256 Grayscale' folder. 4.) Scroll to the bitmap (.bmp) corresponding to the region you have selected and click 'Okay'. (The exact file names of the region and map must match) The simulator should begin processing the map. If successful, you will see the region with city layout. The processing takes from a few minutes to several minutes to complete. --/--
  38. 2 points
    I totally agree, I figured it out a bit late so I didn't have the courage to change it... I'll ultimately update them but I don't want to deal with the asset editor for the same 4 assets all over again because I really don't enjoy the multiple file renamings, crashes and loading times... @bsquiklehausen and @Avanya I will totally do a bitumen roof variant! I chose for a green roof because I would like to start buiding an "ecocity" of some sort so it's probably not the last of "green" buildings but I'll make regular variants when applicable It will probably be out in the upcoming week!
  39. 2 points
    It worked!! Thank you so much . For reference (tagging @Strictoaster as well): you need ModTools and Advanced Buildings Editor. Under PrefabInfo > BuildingAI, change the z values of UnityEngine.Vector3 m_spawnposition & UnityEngine.Vector3 m_spawnTarget to whatever you want / need (default is 48 - keep in mind that they need to be at least half breadth away from the quay). A little further down you can do the same thing with truck spawn points. Finally, click Reload Decorations ( in the Advanced Buildings Editor menu) and save the asset. You might get a null reference error when saving, don't know why. But it works in game without errors!
  40. 2 points

    Expanding of farms

    Some progress on the the actual farming around the little town and a bit more residential development
  41. 2 points
    Excellent urban interchanges guys! Wow! ----- New interchange on challenging terrain Regional location:
  42. 2 points
    @TransitAuthority & @bsquiklehausen: It's part of something much bigger. ETA is co-dependent on @andreharv since he will be writing the code. NExT and MOM have priority right now. Stay tuned!
  43. 2 points

    Version 1.0.0


    This upload is of Mandelsoft's BNL Cloverleaf Insurance. The lot is ploppable and can be found in the landmarks menu. Like most of my relots it is sub-tropical/tropical, with many palm trees. All the stats are the same as the original file . The model and original can be found here. List of dependencies SHK Parking Pack BSC MEGA Props - MJB Vol01 BSC MEGA Props CP Vol 02 BSC MEGA Props CP Vol01 PEG MTP Super Pack (Texture DAT is only one that is needed) RMIP ( All you will need is the jzo_RMIP2vol2_textures.dat file) I have tested it numerous times, but if there are any issues please do PM me, or write in my new Lot editing topic Tankmanks Lots. And i just hope that you will enjoy it.
  44. 2 points

    Show Us What You're Working On

    @Tyberius06 Very nice indeed. Here is the model I was telling you about. It will be part of a brand new lot. Its time for another update on my ongoing task of completing the next prop pack. This baby took a while to master but in the end I did it. Huge thanks to Gn_leugim for posting that Youtube video tutorial on how to make custom LOD's. I took his tutorial and modified some parameters so that I could render this massive 120k poly model with custom LOD's. It may look small but in order to convey almost all details it had to be poly heavy. It also has night lights! Here it is, please excuse the poor lot setup it is shown in. A proper lot texture with another, very important building will be part of the whole lot. The locomotive is one of vester's latest prop pack. Beautiful ain't it? 1 2 3 Simmer2/Nick
  45. 2 points

    Show us your railroads

    A commuter train passing through the outskirts of town.
  46. 2 points

    Ronyx: Water Treatment Released

    For today it's just some simple panel lines, the middle is transparent so it works on any concrete texture. http://steamcommunity.com/sharedfiles/filedetails/?id=875316373
  47. 2 points

    Show Us What You're Working On

    a bit more...
  48. 2 points

    Vancouver, BC - Not a Recreation

    Waterfront Station in Downtown Vancouver, BC. Service for commuter rail, light rail, subway, and bus lines.
  49. 2 points

    Maloskero's Brazilian BAT's

    Hello again, everyone! This week is my final week at the university (finally) so I decided to leave you a little departing gift as I don't know if I will be able to get back alive hahaha. I hope you guys understand why I'm in such a hurry and don't answer your posts as I used to do. Anyways, I hope you enjoy it! It's a medium-wealth medium-density residential building. It's almost done but it's, nevertheless, a W.I.P Thank you very much for stopping by, guys! I hope to sou you all again here!
  50. 1 point

    Show Us Your Interchanges - The Sequel

    @Takingyouthere: Great work as usual! I've built a small highway system for my medium-density town North-West Fairplain. Here it is in the town center:
This leaderboard is set to Vancouver/GMT-07:00

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