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  1. 13 points

    Show Us What You're Working On

    Experimenting with these two concepts, what do you guys think?
  2. 10 points

    Entry 4: Welcome to Birdwater Point

    Replies: @_Michael: Thanks! I'm always trying to improve my highway work through learning what others have done. I strive to implement interesting details in every aspect of my work. @kschmidt: I appreciate your thoughts on my work! I highly encourage you and all other people to comment what you liked or not, and what ways you can suggest some ideas. @korver: MMP is a taxing but worthwhile addition to my work. Sorry about not being able to get myself up after a nasty burnout of ideas and inspiration! @BLANKBLANK: Thanks! I will think about getting this featured if I can. @raynev1: I am honored that my last entry was considered to be the top ten in Simcitizen's Destinations! Hopefully this one will be interesting to see. @Takingyouthere: Yea, I now fully understand the aftereffects of a burnout when I try to play a little too much of SC4. Game has a way to revert yout work back by hours on end. @juliok92012: Thanks! I mostly implement MMP in my screenshots but a bit of the Tree Controller is used as well. I try not to get too crazy with my details! @kingofsimcity: Thank you! I am pretty happy with my flora collection as I am aiming for more of a Mediterranean climate brush. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Note: First and foremost, I am terribly sorry about my half-year absence in Simtropolis. College was a pain to work through while I was running low on ideas to work on a large city tile that was to be the site of this entry. In fact, many areas had to be overhauled to meet my standards. However, my desire for creating has returned and with a half of year to rejuvenate, finishing the city tile became a breeze once I took a good look on what needed to be done. The city has evolved constantly in some areas, up until it met the quality work I was looking for. I hope that my hard work and revision was worth the wait for those who are following my CJ. With tender love, Artimus -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The First of Many Stops: Birdwater Point Greetings fellow travelers! As we approach the city of Birdwater Point, we take the main exit to the downtown area on the right. We take a view of the bustling mini-metropolis in action. The foremost tallest tower is on the right is universally called "The Celestial Tower" as many residents often see the skyscraper reach into the heavens above. In this picture, you can clearly see the city hall and park along with Grant Hill that houses a auxiliary radio tower. As we pass through downtown, we are now heading to the waterfront property of the city. Here we can find some premium offices, sea-side stores selling exotic goods of the sea, a marina, and of course some more beach going goodness! Anyone thinking of an overnight stay? As with any sea-oriented city, there is always a seaport for industrial goods and materials to be imported and exported to other neighboring countries. From electronics to machinery to spare components to raw materials, this port has sizable economic impact on the city itself and surrounding regions. Container Ports are often an approximate measure of economic activity. A part of the port dedicated to raw material handling. An overview of the port: Well, here are some shots that show off some nice details and landmarks that are present in the city. Note that they are not listed in order. Please, take the time to look and feast on the details I put in each image! Consider it a banquet of my latest effort! Coast Guard Base. Industrial Offices and Parks. Some more beaches. The Celestial Tower at night. Edmonton Park. Hampshire Park. Grant Hill. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Some more notes: Working on this entry took me over four hours of compiling and developing. But still, I am in no rush to finish an entry when I feel that it lacks substantial quality to warrant its release. Sadly, I do not have a "direct" teaser for my next entry, but perhaps this next image will lead us to it! (I might mean it literally and/or metaphorically). Additionally, I encourage you to leave your comments and suggestions as they provide a source of valuable info on improvements and inspiration for future use. No comment goes unread by me! Where could that route lead us to next? That will be all for now folks! - Artimus
  3. 10 points

    Version 1.0.0


    Kensington Apartments, by Mattb325. --------------------------------------- A fictional development, based on a new build in London's West End, Kensington apartments was created to compete with some of the mid-rise R§§§ aprtment complexes which can become quite repetitive in game. The single versions have stats similar to the in-game 'Packard Apartments' and should compete fairly well with this, and similarly-sized Maxis buildings. Like many of the newer London developments, this design is fairly straightforward: double storey entrance lobby (and ground floor flats each with a fenced off outdoor area) and then double storey sub-penthouse and penthouse levels. The building is twelve stories tall. As is often typical in inner-city developments, none of the apartments has particularly large balconies: traffic noise usually makes these less than inviting spaces. Floor to ceiling triple-glazed windows on all sides of the building more than adequately make up for this lack of terrace space. The communal planting includes a mix of deciduous trees and conifers; the larger lots have both a heated indoor pool and tennis court for the exclusive use of the residents. These apartments are presented in 6 lot options: a 2x1, a 2x2, a 2x3, a 4x4, a 5x5 and a 6x6 lot. They grow on all tilesets and all have varying stats depending on the lot size. These are a good mid-rise, high wealth, medium density filler lots for your cities. --------------------------------------- STATS R§§§: Lot size : 2x1, 2x2, 2x3 Growth Stage: 5, 6 & 7 (Medium & High Density Zoning) Bulldoze Cost: § 635 Capacity Satisfied: R§ 716, R§§ 396, R§§§ 175 Pollution: 2 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 6/7/0 Power Consumed: 22 Mwh Water Consumed: 32 Gal/Month Building Style: Houston/Euro/NY/Chicago Occupant Group: High Wealth Residential Building --------------------------------------- STATS R§§§ (x2): Lot size : 4x4 Growth Stage: 5 (Medium & High Density Zoning) Bulldoze Cost: § 1,241 Capacity Satisfied: R§ 1,428, R§§ 790, R§§§ 347 Pollution: 5 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 6/7/0 Power Consumed: 44 Mwh Water Consumed: 61 Gal/Month Building Style: Houston/Euro/NY/Chicago Occupant Group: High Wealth Residential Building --------------------------------------- STATS R§§§ (x3): Lot size : 5x5 & 6x6 Growth Stage: 4 & 5 (Medium & High Density Zoning) Bulldoze Cost: § 1,847 Capacity Satisfied: R§ 2,141, R§§ 1,183, R§§§ 519 Pollution: 7 (Air)/ 2 (Water)/ 4 (Garbage ) Pollution Radius: 6/7/0 Power Consumed: 66 Mwh Water Consumed: 89 Gal/Month Building Style: Houston/Euro/NY/Chicago Occupant Group: High Wealth Residential Building --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- NOTE ABOUT PARKING TEXTURES: As these models contain garaged underground parking, the lots do not come with parking textures. Any parking textures that may appear in the in-game screen shots belong to adjacent lots and are not part of this download. If you wish to add acres of parking or change the type of concrete textures, please use the lot editor to do so. --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC MEGA Props - CP Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC Texture Pack - CPVol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) *BSC Mega Props - Mattb325Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
  4. 9 points
    Fringes of a small city.
  5. 8 points

    Show Us What You're Working On

    Ready to press play
  6. 7 points

    Nofunk's BAT Thread

    Thanks everyone for the positive feedback on Water Street Brewery! So far this year I have released 1 BAT per month, and we're absolutely down to the wire for June, but all hope is not lost! I present to you Watkins & Sons, a fictional mid-size corner commercial building: It's come together pretty quickly, but as you can see it still has a fair bit of work left, but I'm still hoping to finish it up before the end of this coming week. Hope everyone's having a good summer so far! (Unless you're in the southern hemisphere, in which case I hope you're having a good winter!)
  7. 7 points

    Show Us What You're Working On

    Bus hub ready for development
  8. 7 points

    Show Us What You're Working On

    WORK IN PROGRESS -- THE JADE BIGHT II WILHELMSHAVEN WEST: (Click to make bigger.) Yo, guys -- Nothing too fancy for today -- still working with corals -- and my new city has a lot of ocean frontage. This is a small neighborhood of mixed use -- some mixed residential and mostly civic buildings. Here you have the Helsinki circular bank building. I trimmed it out with park paths, parking lots, and some filler lots -- all topped off with some MMP work. Just north of that, you will find the Alte Bibliotek with adjacent park space nestled along the shore of a medium sized lake. Lots of work with filler lots, pedmalls, and MMP's. Just across the street, you can see the Trowbridge Center on the left, and Mttb325's fine Civic Office Complex on the right. I tied it together with Paeng's diagonal parking, some pedmalls, and the ubiquitous park paths. Up on the north edge of town, just below the BodenMarsche, the town fathers decided on a new stadium complex complete with an adjacent hotel. The stadium is bordered with park paths and a few custom lots for bus parking -- and finished off with MMP's. @Diego Del Llano Here is a night shot of "DiegoDL's" lovely Carlton Hotel. He has been doing some beautiful work on buildings, and his night lighting is superb. I trimmed this out with parking lots, park paths, and MMP stuff. We are very lucky to have these fine models from Diego -- and fortunately for us -- he is PROLIFIC ! You are going to be seeing a lot of his great stuff in my cities.
  9. 4 points


    Version 1.0.0


    Description This is a map of the greater area of Boston, Massachusetts. Since this is my first map, there might be a few kinks. Areas include: downtown Boston, Boston Logan Intl. Airport, Cambridge, Winthrop, Brookline, and more! This map is almost completely flat, so it's perfect for heavy development. Instructions on installation in the readme file included in the download.
  10. 4 points

    Additional Public Transit

    Another good news: I updated One-Way Train Tracks for Cities: Skylines 1.7 Please let me know if any issues remain @andreharv Everything is already in master branch in GitHub But yeah, please contact me before updating
  11. 3 points

    Hartford City Live !

    Hartford City Live ! Since last CJ progres stumbled on several difficulties from BaT´s wich will crash if ploped and saved to the fysical simulation spee it self ! This weekend I discovered that Photobucket is going to charge 200 Dollar for 3d party usage of there image hosting; Imgur for now is the new host; Mayon Province early may partly moved in time, Photobucket second account with Europä ANNO is for now not yet affected so watch it will you can, new CJ aswell will move to Imgur ! For now the technical stuff sorted, we have a look at Hartford City ! Hartford Cityhall with the substential Hartford Community Gardem and in the back the old Hartford University Campus ! Hartford earliest settlement, now largely modernized exept the Magdalena Church still spirtitual heart of Hartford City ! Hotel district wich is part of a park landscape neighbourhood wich aswell houses the Hartford Eagles baseball grounds ! Close by the Hartford Central Railroad station and some business development ! Update : Station Area ! Update : Business district ! Hartford audotorium close by the park and the university ! Some other highrise development ! Update : Highrise ! New third subway line the "Education Line" boost the conneciton between the Big Mall - Highrise living and the University Campus ! Super mall Mayon Next ! Low housing in very high demand by it´s citiznes, very much wanted ! Update: Neighbourhood with some startup difficulties ! Last we have a look at the new university campus and adjacent neighbourhood ! That´s all for today, Hartford city development will continue .. Next CJ I will shift the view to the commuter part of the Hartford area so lots of movement and local business and agriculture ! Hope you enjoyed this CJ and see you back next time !
  12. 3 points

    A-Z Cars

    Been a while since I've posted in this thread... Mitsubishi Pajero
  13. 3 points

    A-Z Cars

    Mitsubishi Outlander
  14. 3 points
  15. 3 points

    Show us your Night Shots!

    Birdwater Point at night.
  16. 3 points
    Angry Mozart

    Modern Freight Cars Props

    Hello, It's been a long time since I posted here, but I have good news for you: I think this prop pack is already finished, and I might release it in a few days (still need to be tested and some minors details, such as a readme file, user's guide, etc). Now I want to ask you a favour, I need to test this pack to make sure it is safe to use (not causing CTD, or some other weird things), so, who wants to test it? Before you say "yes" to test it, please have in mind that this pack have around 3,300 props (that's why it took so long) so, it may slow loading times in game, depending on your computer.
  17. 3 points
    None of my mods are specifically for modders. A while ago somebody wanted a rotating light for a lighthouse, at that point I did enough experimentation to get a light rotating, but didn't continue. Recently vasimr22 contacted me on steam and brought up the light effect mod idea again. So we made a script/mod to add custom light effects to props, save and load the data. I think it's done but we haven't done extensive testing. You can try it out - here's the mod, and here are some scripts. You can customize point/spot lights, color, intensity, range, bloom, spotlight angle, blink/fade/pulse, rotation axis and speed, color variations, position, direction, how long the light is off during the day. It's probably going to be released next friday. Also I released the PropRotating mod/script/video, but posted it on the other thread. Sometimes not sure what to post in which thread because some things fit both. Streamed for 3 hours, doesn't like like much is done but the UV mapping for that pattern is a mess...
  18. 3 points

    Gertrude Apartments

    Version 1.0.0


    Gertrude Apartments, by Mattb325. --------------------------------------- A fictional development, based on a new build in the San Francisco, CA area, Gertrude apartments was created to compete with some of the mid-rise R§§§ apartment complexes which can become quite repetitive in game. This apartment building uses a series of massings and elevations to provide abundant natural light and cross ventilation to each of the generously sized apartments. This design also ensures that most terraces are private and that all but one is overlooked from neighbouring flats. This apartment building is 8 floors high (excluding the mechanical penthouse area). The lower floors contain a number of 2 & 3 bedroom + 2 bathroom apartments, while the upper floors are reserved for spacious 3-4 bedroom, 2.5 bathroom apartments. The 7th and 8th floor has only one 'sky home' with a spacious, private sun terrace and generous planter boxes. The communal grounds planting is of low maintenance conifers on well-lit, compact grounds making these lots a great option in all density areas. The apartments are presented in two paint schemes: a deep, coffee colored scheme which looks great in dense, urban areas and a paler blue/green scheme inspired by the coast. Both are in prop families and will grow at random. These apartments are presented in 5 lot options: a 4x4, a 3x4, a 4x3, a 4x2 and a 2x4 lot. They grow on all tilesets and all have the same stats. These are a good mid-rise, high wealth, medium density filler lots for your cities. --------------------------------------- STATS R§§§: Lot size : 2x4, 3x4, 4x2, 4x3, 4x4 Growth Stage: 5 (Medium & High Density Zoning) Bulldoze Cost: § 493 Capacity Satisfied: R§ 899, R§§ 497, R§§§ 219 Pollution: 3 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 6/7/0 Power Consumed: 28 Mwh Water Consumed: 39 Gal/Month Building Style: Houston/Euro/NY/Chicago Occupant Group: High Wealth Residential Building --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- NOTE ABOUT PARKING TEXTURES: As these models contain garaged underground parking, the lots do not come with parking textures. Any parking textures that may appear in the in-game screen shots belong to adjacent lots and are not part of this download. If you wish to add acres of parking or change the type of concrete textures, please use the lot editor to do so. --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC MEGA Props - CP Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC Texture Pack - CPVol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
  19. 3 points

    Additional Public Transit

    Hi everyone! Long time no see. I definitely went out for a pack of smokes and never came back lol. I had to take a long hiatus as I had a backlog of personal, work, friend, and family issues that were long overdue. I literally put much of my life on hold and it came to a head so I had to take a couple months off. But fret not, I will be out of town till 7/8 but after that, I will be back. So long story short, LIFE happened. Anyhow, around said time, I will get with @BloodyPenguin to consolidate his update into the main mod. Thanks for your patience and ongoing support. Stay tuned... ...Besides, MT success has made me jealous
  20. 2 points
    You might have come across our guest article about SimCity 4 and the Network Addon Mod over on GOG.com a few days ago. Due to format restrictions, we couldn't include a full compliment of screenshots to really show off the NAM. For posterity and for the benefit of those who didn't see it, we're including the full article here with all the screenshots that were intended in the original. - Dirktator SimCity 4 and the NAM – How to best enjoy this city-building masterpiece today. Despite being released in 2003, SimCity 4 continues to offer an unmatched city-building and story-telling experience, while also being supported by an active game community. And you can be a part of it! Developed by the once venerated, now defunct game studio, Maxis, SimCity 4 has managed to withstand the test of time remarkably well, unlike many of its contemporaries. Turning a “good old game” into something great! Not only has SimCity 4 survived, it has thrived with new creations offered daily by content-makers, and has even evolved with substantial player-developed modifications like the Network Addon Mod. Perhaps you’ve heard of the Network Addon Mod, but you’ve never tried it out. Or maybe you’ve never played SimCity 4 at all and wonder how a game from 2003 can still hold up? Read on to see just how one addon can add so much! Fixes original bugs, but it’s more than just fixes! The Network Addon Mod (NAM) is actually a collection of many addons, fixes and improvements to SimCity 4’s transportation network system, pathfinding accuracy and performance; all made to work and play seamlessly together for a vastly improved simulator experience. Originally, the Network Addon Mod (NAM) had a very simple goal: to fix a number of transportation-related issues that still remained in the game after the release of the Rush Hour Expansion and SimCity 4 Deluxe in September 2003. But as development of the mod went on, many contributors began adding new features to the transportation system. In some cases, to expand what already existed, and in others, to create entirely new systems altogether. Since 2004, work has spiraled out such that there are several expansion packs’ worth of new content, all contained in this single, free, player-created mod! The NAM brings new possibilities to the game that are simply impossible to do with the “vanilla” game. Unlock the Maxis simulator – Run it the way it was originally designed When you install the NAM, not only will you get all the fixes and tweaks that have been refined over years of playtesting and feedback, but you’ll also be playing the simulator as it was originally designed! The thing is, Maxis had programmed a very sophisticated and robust traffic simulation engine that most people have never experienced! This is because of the hardware limitations at the time, Maxis had to significantly tune down the simulation parameters in order to allow the game to run on 500Mhz Pentiums, prevalent specs for that era. The result of that down-tuning is that the traffic patterns in the base game often simply follow the shortest distance, and fail to take into account the speed and capacity differences of the different networks. Basically, this prevented the game from working the way it was intended. For instance, with that down-tuned simulator, one could spend the money to build the faster, higher-capacity road-types, or a rail transit system, but the residents would completely ignore it and instead clog up tiny residential streets as they tried to get to work. If you’ve played the vanilla SimCity 4 for long enough, you will have likely seen this happen. Fixing this key part of the simulator allows the NAM and its numerous new and improved systems, to provide a rich and engaging simulating experience that you’ll never get with the vanilla SimCity 4. Several Expansion Packs’ worth of content – all in one place, for free! But more than just fixes and improvements, the NAM brings several new transport options unavailable in “vanilla” SimCity 4 such as a slew of enhancements to the road system, including diagonal streets, more bridge options, specialized lanes and roundabouts. You’ll get elevated viaducts for a number of normally ground-level transportation networks, such as Roads, One-Way Roads, Avenues, and Railroads. Industrial/office park district, with RealHighways, Network Widening Mod features, and One-Way Road Roundabouts on display. Avenue Roundabout and Wide-Radius Curves near an office park. Prefer things on the ground instead? Use the Ground Light Rail (GLR), a ground variant of the Elevated (Light) Rail network, which comes in draggable form. Or maybe you want a mix of ground and elevated that can run in, on or over other surfaces? You can do that, too, with the NAM’s “Dual Networking” options. Fractional Angle RealRailway and Network Widening Mod (Narrow 4-Lane Road) in action. Fractional Angle Roads and Diagonal Streets in a suburban residential setting. It includes the Network Widening Mod (NWM) which provides wider (and narrower) draggable variants (many with capacity boosts) to the game’s core Road and One-Way Road networks. More road options to play with like expanded Avenues with 6 lanes, or expand One-Way Roads up to 5 lanes. Get even finer control by adding continuous turn lanes, or adding a turn lane to your One-Way Roads. Lakeside business/resort district, with 4-Lane One-Way Roads and Narrow 4-Lane Road from the Network Widening Mod. 6-lane Avenue from the Network Widening Mod in a suburban setting. New FLEX Turn Lanes and Signalized One-Way Road Intersections in a business district. Tired of grid-like cities? The NAM offers myriad grid-busting options, including wider radius curves and fractional angles to many different networks types. If you love roundabouts these are improved with many enhancements, from smaller Street Roundabouts to multi-lane Avenue and Dutch Turbo Roundabouts. One-Way Road Roundabouts, Ground Light Rail, and Ground Light Rail-in Road Dual-Networking in an office district. Suburban residential area, with Wide-Radius Curves and Fractional Angle Networking. Farms and factories, featuring RealRailways, Elevated Road Viaducts, and Road Wide-Radius Curves. The entire railway system has been overhauled with multiple height levels and modular interchange capabilities. Everyone loves building highways. Here, the NAM doesn’t disappoint by offering an entirely new Highway System with several width variants, up to 5 lanes per direction, multiple height levels and modular interchange capabilities. If you love interchanges, the NAM’s intersection capabilities let you design that monster 8-way Avenue intersection you really wanted. Mammoth arterial intersection, featuring the upcoming FLEX Turn Lanes and Network Widening Mod (7-Lane Turning Lane Avenue). Partial cloverleaf interchange, built using the RealHighway (RHW) system and One-Way Road Roundabouts, plus Road Wide-Radius Curves. Busy suburban junction, built using the RealHighway (RHW) system, Network Widening Mod (5-lane Turning Lane Avenue), Street Wide-Radius Curves, and turn lane functionality. If you still wish to use the game’s base “Maxis” Highways, a number of interchange options, plus a full-on reskin are available. The NAM also includes Euro/international road and highway textures. And the Street Addon Mod (SAM) will provide 10 (soon to be 11) texture variants for the base Street network! Railways get a complete overhaul with the RealRailway (RRW) system, which offers a more realistic version of the game’s base Rail network, plus a number of new options for switches, curve radii and fractional angles, plus – coming in Version 36 – draggable viaducts. RealRailway FlexTrack and Single-Track Rail in a dirty industrial area. New FLEX Turn Lanes (coming to the upcoming Version 36 release) and Signalized One-Way Road Intersections. Four-level stack interchange, built using the RealHighway (RHW) system's modular components. Bustling office district, with Ground Light Rail-on-Road Dual Networking, Network Widening Mod (5-Lane Turning Lane Avenue), and Street Addon Mod Parking Lots on display. If you’re a glutton for even more control, you’ll love the Traffic Simulator Configuration Tool (TSCT), a handy program that allows one to customize some parameters of the NAM's “tuned-up” traffic simulator, including different capacity levels (ranging from extremely low to ultra high) and mass transit usage SimCity 4 is arguably the best city-simulation game ever produced by Maxis. Nearly 15 years old, the game has proven its longevity in large part due to a legion of highly devoted fans and communities like Simtropolis.com. The Network Addon Mod brings so much to your city-building game that it’s a crime to play without it! What you need to get started You'll need SimCity 4 Deluxe with Rush Hour Expansion, get it here from GOG.COM The NAM is available for both PC and MAC versions of the game, get them from Simtropolis. If you want even more, we've collected some of the best buildings and lots for SimCity 4 in our Simtropolis Exchange (STEX) Collector's Edition discs, given as a gift when you Donate!
  21. 2 points
    Hello all! I found this on the workshop. Basically it's a setup that allows for multiple metro exits from one platform. Or atleast did, I don't know if it still works. http://steamcommunity.com/workshop/filedetails/?id=577719153 So is it possible to connect different metro stations via underground passages? I tried just putting and moving tunnels with MoveIt in game but could not make it work. Why do I want this? * Realism. Say we have two lines on different depths, pedestrians walk UP to street level and to the next station. * Practicality, too many pedestrians in the way for cars, trams, buses. Same as IRL. So I am not a modder, I just want to put this out there to see if it's remotely plausible. And if so, hopefully inspire someone in this fantastic community. Actually, when I Think about it. Paradox should make a DLC on this: The Underground. Passages with shops, malls and different exits, levels etc.
  22. 2 points

    Show Us What You're Working On

    Thank you guys!! Phew! These took a while to complete but I'm happy with the results. Most of this round of props is Europe and Australia oriented. In this set of pics you will see 4 new tanker cars (in addition to the 8 I already released) and 6 new oil tanks. The list of labels I have covered so far is as follows: *Aral *VTG *Wascosa *Euroil *Gulf *Mobil *Pioneer Energy *Petroplus *Vopak Here are some pics showcasing the new items. 1 2 3 4 5 6 Simmer2
  23. 2 points



    Old style wooden grain elevator. I-r2x2, stage 3 farm, jobs: 20. Even though the building sits on a 2x2 lot, you will need at least a 5x4 (4x5) agricultural zone. The truck prop is included in the zip file. Installation- Unzip the download into My Documents\ SimCity 4\ Plugins.
  24. 2 points
    Originally I wasn't going to model the interior. I guess that changed... Gonna try for just the train hall and concourse, and then go from there.
  25. 2 points
    That's a very common problem when importing models from Sketchup to the B.A.T./3ds Max, especially if it's from the Warehouse. As Jason said, some polygons are showing the wrong side. The only thing you need to do is to open the file on Sketchup and do the following steps to fix the problematic faces. For example, apparently there's nothing wrong with this cube, but it won't look right at the B.A.T. because intentionally I made something wrong with it: So you follow this way: View > Face Style > Monochromatic (mine is in Portuguese, but the way is something like that). This option will let you know which faces are on the right or wrong side. And this is what you get, you can notice there's a blueish face there, it means it's set on to the wrong side. Just right click on it and click on Reverse Faces. After that you set the Default settings again. Ps.: you don't need to do that to export the model. The only thing you need to do is save the file as Sketchup 2008 format.
  26. 2 points

    Entry 4: Welcome to Birdwater Point

    Great MMP´use in the nature park and beach scenes ! Harbour NWM 3lane nice detail; old part warehouses fine container only need space for the container crane docks no warehouses needed. Commercial and factory may have some duplications but setting up a varied growable bat´s isn´t that easy, well done !
  27. 2 points

    Show Us What You're Working On

    @Dgmc2013 Nice pictures! If I may give you some advices, you should use the Euro roads from the NAM and some SAM paved streets and it would be perfect! @scotttbarry Interesting concept! That's perfect for a dense Asian city!
  28. 2 points
    This is a most comprehensive document. Much needed. Much appreciated. Three cheers to Dirktator!!!
  29. 2 points
    I found this http://sc4devotion.com/forums/index.php?topic=16525.0 the best guide for step by step diagonal bridge building.
  30. 2 points

    Land and water RGB values

    The PNG image just posted still has the same previous embedded color profile as was previously mentioned. Just changing between types of saved file formats is futile until this underlying issue is resolved. Photoshop still sees the image as having the color profile "Dot Gain 20%" and then processes it under its color management schemes to appear lighter for ultimate use on a printing press, but the image is actually darker than we think it is. When a matching "Dot Gain 20%" color management scheme is not being used, such as in another graphic editor customized a different way or in SimCity 4, the image will be read as darker than we saw it in Photoshop. The PNG image colored profiled this way, when turned into a BMP or JPG and rendered in SimCity, will render as all underwater. As we are not intending to print this grayscale image on a printing press anyway, we should not be using "Dot Gain 20%" as a color management profile. I took the PNG just posted directly above and ran it through Photoshop and changed the image's color profile. Different versions of Photoshop have the menu command in different places, mine was here: Top Menu-->Edit-->Convert to Profile... (I have another version of Photoshop which instead had the command here: Top Menu-->Image-->Mode-->Convert to Profile... Your mileage may vary.) Once the command has been found and selected, the Convert to Profile dialogue box should appear: It showed that the current PNG image had a Source Space Profile set as "Dot Gain 20%", a setting optimized for use with a black & white printing press and a default setting of some versions of Photoshop geared for professional printing services. I chose the Destination Space field to use the Profile: "Gray Gamma 2.2", the setting commonly used for monitor displays and generally shared internet images. Window's users will typically use Gray Gamma 2.2, though I understand Mac users typically have a different gamma setting, 1.8. All the many different color profile settings have their own special graphic art and imaging purposes, but we just want the most universally generic profile for our computers for SimCity. After the conversion as complete, I saved the converted image as a BMP, and then sent it off to import into SimCity 4: We can see that it renders with a stomach-shaped land surrounded by "water" at the threshold of sea level. As the original PSD file showed that the "water" was a granular pattern of colors using values that skirt above and below SimCity's default sea level, the granular beach-like render would be the expected result. I do not know exactly why the city tile edges reconcile so poorly like that, and can only guess that it is because we are using values so close to the threshold of SimCity sea level that the game doesn't know whether to reconcile up or down. Regardless, the result is in line with what we would expect given what was seen in the original PSD file: a stomach-shaped land just above a surrounding composite water set to just skirt above and below the threshold of sea level. It think this makes it clear that the issue is in the gray space profile of the original PSD image and/or in the working gray space of the Photoshop program used to create it. What the Photoshop program is set up to use as a color management profile preference, what the grayscale images are initially created with, and what SimCity 4 is expecting all need to match.
  31. 2 points
    I'm working in that historic centre in my city: Well, I never worked with a Paris pieces before, so maybe I make something wrong. Anyway.
  32. 2 points

    Show us your Downtown / CBD

    Downtown of Charlieville:
  33. 2 points



    Many trace discount retailing's birth to 1962, the first year of operation for Kmart, Target and Wal-Mart. Sam Walton and his wife, Helen, put up 95 percent of the money for the first Wal-Mart store in Rogers, Arkansas - borrowing heavily on Sam's vision that the American consumer was hinting to a different type of general store. As of today, Sam's gamble is a global company with more than 1.3 million associates worldwide and nearly 5,000 stores and wholesale clubs across 10 countries. This BAT was originally created by Bobbo662 (aka B62). Unfortunately, due to real life circumstances, he was unable to finish the lot and was just sitting around on his hard drive. After talking to him, he graciously handed his work over to me to finish and subsequently upload for yall. This download contains two versions: 1) Standard, grow alone 2) Modular - expandable with KOSC's plopable parking set. For comments/feedback/critique/praise visit my lot thread or drop me a pm. I'd be happy to help. Also, visit the website for full sized images. ------- Stats: ------- Both Modular and non-modular share the same stats: 6x10 LMCS§ + 6x10 CS§ Grow 928 CS§ Jobs Growth Stage: 1 Plop Cost : §88000 Bulldoze Cost : §8800 Power Consumed : 19 Water Consumed : 187 Air/Water Pollution : Minimal Water Pollution: 5 over 5 tiles Garbage Pollution : 27 over 0 tiles Flamability : 45 ------------------ Dependencies: ------------------ SHK Parking Pack SuperSHK MEGA Parking Textures nos.17 Essentials (v10 or newer) LBT Mega Props vol1 Above all... have fun! nos.17
  34. 2 points

    A-Z Cars

    Dodge Aries K
  35. 2 points

    A-Z Cars

    1963 Ford Falcon
  36. 2 points

    Nofunk's BAT Thread

    Oh hey, I just dropped another BAT on the STEX!
  37. 2 points



    Poznanski's Textile Factory, located in Lodz, Poland. Built in 1892, it's biggest factory of region. Renovated in 2009, today it holds four star Andel's Hotel. Lot 3x14, functional landmark CO$$$. Dependencies: - Network Addon Mod (Street Addon Mod) - BSC MEGA Props CP Vol01 - BSC MEGA Props JBSimio Vol03 - SFBT Essentials
  38. 1 point
    Hello simtropolis, it's been awhile but after a long adjournment I'm finally back with some new content. For those who many not be aware back in October my SC4(and windows) hard drive(SSD) crashed. This eliminated everything I had created after entry 35 on this Journal. Feb 2016 was the last time I backed everything up(plugins, cities, pictures, etc) on a separate hard drive. Foolish, I know. It's not that I overlooked the possibility of a hard drive crash, in fact all my important personal stuff is backed up on separate drive and some of that is even backed up a second time on bluray discs. I backed my SC4 cities on weekly basis but for some strange reason at some point in time, I can't recall why (or understand), I moved that backup folder onto the SSD drive. So while I was still well prepared for save file corruption I was not prepared for hard drive corruption. The rest of what follows would probably qualify as TMI so I've have put it in spoilers since most of it is not exactly SC4 related and it kind of bogs down this entry. Most of you are understandably here for pics so this way you can get right to them. Note; Entry number 43 is reserved as a placeholder in case I'm one day able to recover the data that was meant to be shown in that entry. Now onto today's subject matter which will cover what is probably going to be the largest and most complicated interchange in the entire region of Pretoria - The 5 Point's Interchange. This interchange is located in the City of Calgon which is just west of Baycole and north of Dresden. It think I came up with the name Calgon from Calgary, but at this point I can't remember The interchange is the junction between Highways 700, 702 & 707 and as it's name suggests it is a 5 way interchange. This is the first RHW rebuild of this interchange. I say first because there is a second rebuild of the interchange which features no tunnels and is much more streamlined in appearance. But it's so different from this one that it's basically an entirely different interchange and this version is so massive that it would be a shame to not showcase it. edit* For a better understanding of the network I'm adding the regional highway map here; This entry was incredibly difficult to make. It seems the save file for the city is highly unstable/incompatible with my current plugins folder or something. In the process of rebuilding this interchange the game crashed about 50 or so times in the last several weeks which severely hampered my progress. I've encounter errors and crashes which I had never seen or even heard about before. The numerous ways the game crashed on me are listed below, I've also placed this in the spoiler to shorten the dialog that is relevant to the point of this entry; So where to begin with this one... how about with a map of the entire interchange and how it compares to the previous record holder of the title of the regions largest interchange - Spaghetti Junction. All maps are the exact same scale. Spaghetti Junction(newest & more compact version) vs 5 points. And the old Spaghetti Junction which was larger vs 5 points vs The 5 points <---- is north One of the reasons why creating maps of interchanges interest me so much is long ago even well before I ever played SimCity when I was maybe 10 year old I was completely mesmerized by city maps and the most interesting part of those city maps were where all those squiggly and curved lines which converged in tiny areas - interchanges. Afterword I would create random huge interchange designs on paper, wish I still had those but they disappeared long ago most likely throw away as junk by my parents Ok let's go through the interchange from south to north starting from the 702 Northbound at the south portal. Highway 702 comes from Dresden and the South Shore borough of Pretoria. There is also one other(very large) interchange between the 5 Points and Dresden in Calgon that I'll show later. The 702 is highly congested at this point being only 4 lanes across. In the final version of 5 points this section has been upgrade to 6 lanes. The Fastraxx ME(Middle East) Commuter Rail line can be see at the top running underneath the highway in a tunnel before reaching Calgon (Central) Station while the L(Loop) line runs over the highway at the bottom of the image. For a refresher on commuter rail the network click HERE. Meanwhile ICR's freight line is on the right hand side of this image. Now here is where things start to get messy. The first lane at the top of the image is a local off ramp from the 702. Next is the EB 707 to SB 702 ramp. Then a local on-ramp, followed by 4 lanes of the 702 itself, then the NB 702 to EB 700/707 & NB 707 ramp and then finally a local off ramp. 4. (note: image number count does not include the road maps) The next off ramp is the NB 702 to WB 707 which takes you directly into downtown Calgon. Overview of the Southern portal to the interchange. 7. 8. The NB 702 to WB 700 ramp is the tallest ramp in the interchange and is 45m/148ft above the lowest part of the interchange about 50m/164ft above the lowest tunnel. 9. Crossing over the 700 Overview of the Eastern portal of the interchange. The 700/707 is up to 13 lanes wide in this section and from here continues on to Spaghetti Junction in Lindin City. Next we come to my favorite portion of the interchange, the central section. This maps shows the 7 levels of the interchange + arguably a 8th level for one of the tunnels. What little help this may be, it explains the purpose of each overhead ramps and the routing of the tunnels which are functional for cars and buses but not trucks. Yup it's a little on the complicated side 12. 13. 7 levels of interchange in one image. Can you make out all the height transitions in there? Hint; there's 13 Moving further north we get to the point where the 700 crosses over the 702 And then we get to the second big section of cluster of ramps. I'm not sure it would help to talk about which ramp goes where, probably best just to look at panoramic shots at the bottom of the entry to make sense of it all. 17. 18. The 700 crossing over the 3 rail lines with exit ramps going both over and under it, one of my favorite images 19. This would be the western portal of the interchange. Back to the 702 which now turns into a collector/express highway system. 22. This leads us to the final part of the interchange the northern gate and the boundary to Astoria, which takes us to the downtown area of Pretoria. 24. 25. Aside from those sharp level 3 RHW curves, which hopefully will be smooth out in the future, I'm quite satisfied with the look and compactness of this section. 27. You may have noticed a few other unusual things up there and kudos to you if you noticed all four The most obvious one is probably that one way bridge in there which might seem odd because it looks a little different from the rhw roads above and below it. I could of used a rhw overpass but then there wouldn't have been enough space to transition into the one-way road tunnel. I suppose I could of just built the rhw bridge just for eye candy purposes but I wanted to show the interchange in it's functional configuration. That is every path is usable by sims, although I'm having a heck of a time trying to get them to take some of those paths, seems they'd rather be stuck in traffic on local roads then take the express out of town. I had to use a subway portal where the level 3 RHW crosses the the 3 railway tracks. It might look a little strange but it's much better than the alternative. Seems the level 3 RHW can't cross over 3 consecutive rail lines, it drops to a ground level crossing for the one in the middle which would of course look ridiculous. Meanwhile the subway portal ensure functionality on the railway line in the middle since passenger trains can turn into subway turns and vice versa without issue. The freight line on the top remains functional as well. It was very difficult to create this interchange because of all the grade changes over it's length, which resulted in the irregular ripples on the maxis highway curve. For those who don't know grade changes and the RHW go together like oil and water, thankfully with each version of the NAM terrain stability continues to improve. The original footprint of the maxis interchange that came before was much smaller so the city was originally built without realizing that one day I would need much more space for an interchange. For the final version of the 5 points I'm building I completely leveled out the terrain and started from scratch againt to build a fully accessible version without the use of tunnels. Lastly I had to use one of the old 45 degree flex fly ramps because the new piece is one zone large(5x5 as opposed to 4x4). That tiny little difference would otherwise have resulted in major changes to the interchange and a large expansion of its overall footprint. I know many rhw users might of been fine with that since highway interchange are space consuming objects, but I pride myself on building the tightest possible interchange while using smooth curves and transitions as much as possible. I had to modify the NAM files in order for this legacy piece to still show up in game. While I can't plop them anymore they won't disappear, which is what would happen if I didn't modify the file and more importantly they are still completely functional. Next a few night shots to show that there is sufficient lighting around the interchange. Even though you may not know how to get to where you want to be you can at least see where your going! 29. 30. 30. 31. Now time for a little something I call the "eye spy" section... Let me know if you like this new section. 33. 34. 35. And finally, of course the mosaics. For reference sake I put the the original maxis version of the interchange that I set out to replace long ago in the spoilers below. 37. 38. 39. 40. 41. 42. Forgot to add the interchange Stats!Levels - 4All Highways total entrance lanes - 41Bridge Structures - 15Total Crossings, time sa highway ramp crosses another - 37(not including tunnels)Tunnels - 5Ramps - 26 FlexFly Ramps - 8 (2 - 90 degree/6 - 45 degree)Height Transitions - 33 Thanks for stopping by, it feels good to get the CJ up and running again.
  39. 1 point

    Chelsea - Update 10: Over the River

    Update 10: Over the River Expanding out over the river beyond Petticoat Junction, and we have two new towns (can't remember the names right now - will have to come back and fix that). I've also extended the highway spur to go around Bermin and past Petticoat Junction, over the river and on to the external connector in the corner of the map. Through traffic is starting to become a problem, though. (I love the new traffic destination tool - helps with planning). And there's a small spur towards Montreal and Wilmott, too. A long view from Hortos across the region (if you look carefully at the interchange near Hortos, you might notice it getting a bit gnarly) - Chelsea/Runcorn one the left, Wilmott to the centre right: And finally, a nice postcard shot from Mt Chelsea: Now that the towns are pretty much all sited (I think there's space for one more), I'm starting to lose a bit of steam. There's the temptation to simply block out a massive grid now, which must be fought... also, I've reached a point where I need to plan a highway bypass for the through traffic - and also a decent rail network. I've been mucking about in a couple of throwaway cities to get to grips with terraforming, and the road anarchy and move-it mods.
  40. 1 point

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

    It all depends on your expectations ... And seawall with Addon 1 and Addon 2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1700 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=114 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1231 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=112 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=100 Looking for a little is common
  41. 1 point

    Show Us What You're Working On

    I dunno why but I've always had a thing for golf courses and oil silos in SC4. Nice work! Zoning...
  42. 1 point

    RELEASED: Deutsche Bahn ICE 2

    PESA Link II: DB Regio Train version 2+2: http://steamcommunity.com/sharedfiles/filedetails/?id=952797154 Prop version: http://steamcommunity.com/sharedfiles/filedetails/?id=952788378
  43. 1 point
    JP Schriefer

    JP Schriefer's BATs

    matias93: thank you! I need to add some slope there indeed, thanks for noticing it. About it being a glass roof maybe it would be better to be something simpler since the station wasn't so eye-catching, you know, but it's a possibility SimCoug: So last weekend I just checked the new measures from the Singer Building model with the original ones to make sure they are right this time. BTW I think I didn't posted it here, but I realized the Singer Building actually had an annex building with a different architectonic style, so I'm thinking about doing it as a different BAT in the future. Now I intend just to change some things like it was in its first version before modifications, especially on the top. A quick render from a different angle (yeah I took out all the textures to start it again and make them better):
  44. 1 point

    A-Z Cars

    Ford Nucleon (Concept only, late 50's) The closest to reality these came was in the form of a scale model. If they were made production vehicles they were supposed to be atomic powered. Knowing the average driver, what could possibly go wrong with that?
  45. 1 point

    A-Z Cars

    Nissan R90ck
  46. 1 point

    A-Z Cars

    Mohs Safarikar You like leather interior? How about a leather exterior?
  47. 1 point

    A-Z Cars

    Evo IX
  48. 1 point

    Show Us Your Interchanges - The Sequel

    I had to look that diamond a lot of time to get what made it so realistic... the FAR ramps are! And to avoid the multiple posts, let me take a turn... well, maybe two turns, because RHW-2 flexflies aren't available: This took me a few hours because of the internal BRT lanes, this one was the best configuration available. Looks rather simple, but believe me, this is more complicated than it seems...
  49. 1 point

    Show Us What You're Working On

    Experiments in Road Textures and T21s - Untouched snapshot, no MMPS in this scene.
  50. 1 point

    Aarsgevogelte BAT's

    No, because there are way too many beautiful town halls in Belgium. I mainly focus on W2W environment / 19th century architecture. That building is from Tilburg, a meaningless town in the Netherlands. I replaced the building with something more fitting I believe. The left one is also from Tilburg btw.
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