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Showing most liked content on 07/18/2017 in all areas

  1. 15 points

    Version 1.0.0


    The Transamerica Pyramid at 600 Montgomery Street between Clay and Washington Streets in the Financial District of San Francisco, California, is a 48-story postmodern building and the second-tallest skyscraper in the San Francisco skyline. Its height will be surpassed by Salesforce Tower, currently under construction.The building no longer houses the headquarters of the Transamerica Corporation, which moved its U.S. headquarters to Baltimore, Maryland, but it is still associated with the company and is depicted in the company's logo. Designed by architect William Pereira and built by Hathaway Dinwiddie Construction Company, at 853 ft (260 m), on completion in 1972 it was the eighth tallest building in the world. This file Includes: Functional Landmark with 4,000 CO$$$ Jobs To install: Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins
  2. 9 points

    Version 1.0.0


    INDUSTRIAL REVOLUTION MOD SkyLimit Satellite Research by GreatDane 1 - INTRODUCTION/OVERVIEW OK, time for more IRM stuff. I'm still doing high-tech industry, and from there will work my way "down the ranks", through modern manufacturing and generic manufacturing back to brick factories with old-style manufacturing and, finally, dirty industry. The third upload in this series is a somewhat obscure BAT, I guess - it's 13 years old, and the author is by no means as well known as the likes of SimGoober and others. However, I still think it's one of those underestimated little BATs that withstood the test of time comparably well: SkyLimit Satellite Research by GreatDane. The lot is pretty simple and straight forward; I merely tried to align the building with the lot textures (which worked quite well), added one of gascooker's smokestacks to break the blocky appearance a bit, and made rather extensive use of CycleDogg's excellent shaded props.. Since all Maxis lots contained in the IRM Base Pack could optionally be used with toroca's Industrial Jobs Quadrupler, this download is offered in two versions: a regular one for those who prefer the default job numbers, and a quadrupler-compatible version for those who prefer using the modified stats. The .sc4desc files for the regular version will look like this: IRM_[Filename].sc4desc The .sc4desc files for the quadrupler version will look like this: IRM_[Filename]_x4.sc4desc After downloading, simply delete the file of the version you don't want to use. If you leave both in your plugins, the quadrupler version will most probably override the default version. The default version of the building will provide 45 I-HT jobs, the quadrupler version 180 I-HT jobs. The following lots are included in this download: 3x5, Stage 2 5x3, Stage 2 For those of you who like to play with day and night view, the building used on this lot is compatible with the following night light mode(s): Maxis Night with gradual day/night cycle: YES Maxis Night with static day or night: YES DarkNite* with static day or night: YES *DarkNite requires SimFox' Day and Nite Modd (or a similar darkening mod) to be installed in your plugins. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM Base Pack with all its dependencies - while these lots will technically work, they are meant to tie into the IRM. They may look out of place and show unexpected behaviour if used independently. Since this is an extension to the IRM, all the dependencies of the original pack still apply. If you have them in place, you can download every single growable IRM and IRM W2W lot I have ever made and will never have to download any additional packs for props and textures used on the lot. Skylimit Satelite Research 1 - you'll also need the original upload of the BAT to see the building(s). Only the .sc4model file is required. NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers Industrial Revolution Mod I-HT Filler Set 1 to dress up I-HT areas to your liking using ploppable fillers Heretic IRM Fillers - Diagonal Walls Expansion by Tyberius06 for more options to avoid ugly zigzag lines at diagonal walls Industrial Revolution Mod - Logistic Filler Set 1 by kingofsimcity for some realistic, high-definition truck parking to add around your industrial facilities 4 - FINAL WORDS Credits for the BAT go to GreatDane - you might want to check out his other stuff, too! IMO he made some rather neat lots, especially considering it was the early days. T Wrecks, July 18, 2017
  3. 8 points
    Spaghetti goodness...
  4. 7 points

    Show Us What You're Working On

    @11241036 Check out Glenni, JMeyers, CP, onlyplace4, SG props. I like the direction! Here's another Historic Harbor project: Dockside Railways. Shown are @Simmer2's RRW NSB Tex pack, and Jestarr's train props.
  5. 6 points

    Brugesboy84's BAT's

    It's been awhile since i've been here but I have been really busy at work. Finally got the time to do some modelling again. Started this new project: a printing factory. Started with the offices that will sit in front of the factory itself.
  6. 6 points
    Here's my latest real-life inspired interchange creation in SimCity 4. Click the link below the image for full size (a whopping 6485x3868) Full size: https://c1.staticflickr.com/5/4318/35181620833_13397f1017_o.png
  7. 5 points

    Show Us What You're Working On

    This is the future location of downtown Raccoon City. Thinking about maybe going for a more Japan style look for downtown. Any ideas guys on what to do with the Island connected with the two bridges to the mainland?
  8. 3 points
    1. So, first, after deciding things had got to change in Middletown and its region, Mayor Arielle had herself built a new Mayor House. Not quite Mies Van Der Roe-ish, close to the very orthogonal Downdown, close to the very proper City Hall, but still, it was a clear declaration of intent : let’s get into the XXIst century, people – or at least the XXth ! 2. 3. Then she enticed IKEA to open a store downtown : 4. At that time, the whole eastern part of the city was still fields and woodlands. As many new people were coming to Middletown, Arielle B. rezoned it residential and commercial. But most of all, she asked the city planners to let go of the grid. Until then, the town had grown according to the good old orthogonal Vulgate, especially south of the tracks. 5. 6. 7. But it HAD to change in the new north and west parts of town. 8. A plaza illustrating the modern, curvy Mildletown was built in the middle of the first new neighbourhood, and was named of course after the daring Mayor : Arielle Plaza. 9. Arielle B. had not expected her citizens’ resistance to the Ungridding of Middletown. Despite the new roads and streets, they obdurately kept on orthobuilding for a while. 10. There were definitely mixed results. 11. At first the resistance was fierce, albeit polite. Then, little by little, it slowly faded. Tax inducements helped, and the fact that the older griddy rich migrated away from the new neighbourhoods. The new citizens were not very wealthy, but they were young and more enthusiastic about modern living. 12. 13. 14. 15. The great Ungridding battle is over now, Arielle B. has mostly won (the neighbourhood towns are going antigrid big time) and Middletown has settled back into its normal life. Quiet neighbourhoods… 16. Quiet fields (this last untouched one will likely be transformed into a bona fide park, at some point)… 17. Quiet shopping sprees in big and small markets… 18. 19. 20. And, for the daring, some excitement brought from the Outside World by the truckers for whom Middletown is a welcome stop. The Rocking Truckers Motel’s bar-restaurant transmogrifies into a disco with live bands on weeks-ends and holidays ; the local band, The Midnight Ramblers, are all ex-choir boys and began in the St-Felicity Church basement. Now, that’s modernity for you ! 21. 22. 23. 24. 25. And Arielle is happy !
  9. 3 points
    SC4 Plugin Client What's been said so far has kind of confused me, but I'd just like to toss out there the possibility of the plugin client being a torrent system under the hood. For example, when you get a download from Blizzard's game launcher, you're not downloading it from Blizzard, you're downloading it from other players through their torrent system. This would dramatically reduce hosting costs for the community, because only one server would need to be maintained just to ensure availability of the lesser used files. I have no idea what the programming is like for this though. I know there are already a few plugins folder manager programs out there and tbh I haven't used them, so I don't know what functionalities they have that should be included. But I think the basic user experience should be that someone logs into and browses a website, sees things that they like and click on an "add to collection" button, and behind the scenes the client should download the files and dependencies without the user ever having to look at their plugins folder. And likewise on the website a user should be able to view their plugin collection with a similarly visual interface, and click on a "remove from collection" button and the client should remove the files and any unused dependencies automatically. Tilesets Standardization in this area is necessary for making both large packs, and user friendly content. An experienced user will know which tileset individual buildings are in but an inexperienced one won't. With only 4 tilesets available, the current arrangement is good, but imo people have been misusing it. The specific names and dates given to the tilesets are meant for people without architecture knowledge to understand the associated clusters of styles, but aren't a literal description. For example, Aqua should not be in the Chicago tileset. But Maxis themselves didn't seem to fully understand what the difference between the Houston 1990 and Euro tilesets. Many BATers have used the Euro tileset for historical European buildings. imo "Euro" was intended to be "contemporary". For anyone who doesn't know, in the world of tacky American home decor, "European" is synonymous with "modern" "contemporary" "designer" "luxury" (example). When I'm modding, I personally interpret Houston 1990 as being corporate postmodernism and late modernism, because that was the reigning architecture style of that time and place, and Euro as being mid century modern and current buildings which follow in the modernist rather than the postmodernist tradition. It's not perfect but it's what I do. I'd like to keep the Chicago 1890 and New York 1940 tilesets the same, and clarify the difference between Houston 1990 and Euro, and tidy up accordingly. My inclination would be to move the historical European stuff to the Chicago 1890 tileset, with some of the newer pre-WW2 european buildings going into the New York 1940 tileset. Someone making a European city is presumably not making an American city at the same time, so their plugins and Maxis blockers would be set up for one or the other, and that way all players could use the more universal modern styles of the later tilesets without conflicts. Plus European players would get two tilesets for differentiation between historical building styles instead of one. But tilesets is a big can of worms by itself. But if the goal is to really have a completely seamless user friendly experience we'll have to go through and work out as many of our standardization issues as possible. Stage Standardization With our new .DLL abilities, it may be possible to add more densities (for example, "Very High") to the existing ones. My ideal situation would be to do that, and then redistribute the stages across the densities in a more realistic way. Right now low density residential is anything from rural to dense inner city, and medium density is Manhattan. High density residential practically only exists in Hong Kong and a few other places. I'd like the stages to be redistributed so that you can zone medium density and get something like a neighborhood of rowhouses or short apartment buildings, without having to abuse "make historical". If someone was able to make this happen, I would BAT a *giant* pack of growables to fill the new distribution smoothly for each tileset and common lot size. This is kind of a pet idea of mine and a lifelong complaint about SC4, so I'm just tossing it out there. I also think that the CAM, or maybe just a CAM-Lite (maybe just the new stages unlocked and stage 8 maxis buildings remodded, but stage 1-7 left as is) should be the standard. I view the CAM as more of a bug fix than anything else, because without it, everything about the building growing/replacement/selection process is broken at stage 8 without the CAM. The CAM is also easy to adopt as a standard because of the PIMX.
  10. 3 points

    Sharing Plugins Folders - Discussion

    I agree, changing the tilesets may please some players, but not others. Basically, we can't please everybody. That is why I think it's best to just stick to the basic gameplan that Maxis laid out.
  11. 3 points
    T Wrecks

    Sharing Plugins Folders - Discussion

    @matias93: That tileset manipulation is something highly subjective, I think. For my part, I like to play around the default tilesets: I'll start with wooden houses and old-style stuff in the Chicago 1890 tileset, go more urban / Art Deco with the NY 1940 tileset, and when I want to develop the result into a modern city, I'll switch over to Houston 1990 eventually, with Euro-Contemporary reserved for either central European or HK stuff, depending on the plugins currently installed. It's hard to tell what your average newcomer would prefer, but many may not even be aware of the different tilesets and the way the game can be set to stick to either single one or either combination of them, or cycle through them in selectable intervals. I guess many just start playing and building, and after a while they notice new stuff popping up as their city is developing, and are happy to see that. Actively restricting / isolating / managing tilesets, let alone manipulating them to fit into a different system, is probably a technique that only avid custom content users and highly advanced players really need - not least because it requires a huge amount of plugins and some good game knowledge to either fill your custom tileset(s) sufficiently or play around the gaps that you may have in them. I can envision users lacking that knowledge and that amount of plugins getting frustrated because nothing grows after selecting a custom tileset, and raising lots of support queries. In fact, I've seen compaints/questions along these lines brought forth by users who did nothing more than add a Maxis blocker to an otherwise chock-full folder of plugins. Indeed, even 3 gigs worth of plugins doesn't mean that you have, for example, enough stage 6/7 residentials to grow on the lots that you zoned, effectively stalling development. I really like that you brought it up, and it can't hurt to hear some more opinions on it. Personally, however, I must confess that I'm rather skeptical about it. _________________ This thread has moved at mind-boggling speed while I was away... from skimming through it, I gather that there's a chance of automating much of the download ordeal. However, how realistic is that, and what timeframe are we looking at?
  12. 3 points

    Sharing Plugins Folders - Discussion

    Whatever it be, it has to match a zany acronym. MODPACC is the frontrunner on that by now...
  13. 3 points

    MMP Issue: Game skips one step

    Another user was recently also having problems with MMPs, although not identical, very similar problems: At the time I could only conclude that something was probably wrong with the user's setup, given that I'd never heard of the problem elsewhere. Frankly, that's still a possibility, although I know you do know what you are doing technically, I wouldn't want to rule it out. Of course 2 cases of similar weirdness may be a compatibility issue somewhere, even thought it's hard to understand why that just affects the "Flora Cluster type" functionality. Given that we're looking at two versions of Windows, both versions many people play with without problems, I think we can probably rule out the O/S. Could it be related to graphics drivers?, seems a long shot, since this isn't affecting graphics/rendering, but actual code function. So it would appear some hardware/software in your machine may be causing an incompatibility with some code/library etc that is preventing the intended behaviour. Without more data regarding the problem, all I can suggest is try the usual suspects. Make sure the game is patched fully (I know, it's a digital version, but check the version number to be sure). Remove your plugins suite and test, maybe with a single, test MMP, ideally with Maxis props only. Try updating your drivers for things like sound/video cards and other devices used by Direct X. Switch the rendering mode to software, it's worth a shot. Disable all security/antivirus tools completely. Best to disconnect from the internet whilst testing. After that, I'd try disabling all background apps on your PC. Under Win7 this would be using the MSCONFIG application to disable every program, service and startup application you could, whilst still allowing SC4 to run. Not sure if you get MSCONFIG on Win10, but there should be an equivalent one hopes. That would be your baseline test, if the problem remains, no point continuing. But if somehow it went away, then you'd need to manually enable apps one at a time until you found the culprit. The problem here is that the behaviour is very odd and it really doesn't make sense: That was one of my conclusions with the last problem I linked to. Not the same as yours, but related to incorrect function of MMP exemplars. Odder with your problem is that the first item never appears. Without that exemplar being read, it would be impossible for the MMP to function in the first place to show the second item. Similarly, the linked IDs are the order of the exemplars being read, which must be happening for it to skip showing a given flora item. The code must be reading the exemplars of those items it doesn't show, or it wouldn't link (jump) to the next one's ID. So it is reading all the data, but simply skipping every other objects display? You know that resonates totally with the problem you are seeing. We could look at the more complex problems, but I really think SimCoug is on the money, it's simply the most probable explanation here. Perhaps the driver doesn't like archaic versions of DirectX? Perhaps your mouse has super-sensitive buttons? (Or like one I got recently which double clicks when pressed once, OK that was a cheap nasty second hand mouse I got free with a laptop, but still)... It just seems that two clicks = every other item shows, that's simply too neat to ignore as the most likely cause. If that's not it though, things get very tough frankly to diagnose, let alone fix. Such problems are rarely going to be hardware/driver based issues. Of course code is all written in different languages and yes something could break compatibility with the libraries function that enabled that code. But to do so for such a small and specific part of the whole is very odd indeed. You may find it nigh on impossible to track the real cause with any certainty. Especially since we don't know enough about how the game works at a code level to offer targetted advice. What I'm setting myself up to say here is, if you can't get it working easily, you most likely never will. As such, I'd look to try running the game in a VM or some other work-around if you get to that point.
  14. 3 points

    Show Us What You're Working On

    It's me again. Trying to resurrect the MTP by relotting Pegasus' content and trying to create sort of a historical mountain village, made up mostly of wooden buildings. Since the choice of wooden buildings is somewhat limited, I'd appreciate if you could help me find some rural buildings that would fit into this scenery; especially industrials are welcome.
  15. 2 points

    romualdillo's assets

    I've recently started modelling for Cities Skylines and, as it's the first time I have to deal with low poly models, normal maps, specular maps, colour maps, etc. I've decided to create a new topic to show the assets and try to get some advice in order to improve my models. I haven't uploaded anything yet, because I'm not sure if I've got a good balance between tris and texture. My models are CS versions of models I previously made for SC4 and they are relatively small. They're inspired by small residential buildings of Spain and other Spanish speaking countries built before WWI. I've done one and a half building so far. Both are very similar, so I can't say they're two different buildings. The first model fits into a 1x4 lot, the other into a 1x3 lot. Buildings at sunrise: 1x4 Building: 451 triangles, Texture 1024x512 1x3 Building (the one without backyard): 294 triangles, Texture 1024x512 I hope you like them. Any help or advice will be welcomed!
  16. 2 points
    Thank you very much for your help! I am aware that I will not be able to carry over anything I have already built, but I think it will be worth it anyway
  17. 2 points
    Yes, there is, but the results could be not of the best quality. The first thing to keep in mind is that this kind of modification is incompatible with keeping the current built city tiles: you'll modify all the terrain, so everything on it must change. Given that, we'll do a brand new region. You'll need the SC4 Mapper to get a grayscale image of the current region, so download and install it (and it's important DLL dependencies) first. Done? Then open your region and Export it as a 16 bit PNG file. This formatte will allow us to use any image editor to do the desired changes. Save it on an easy place to find it later, as your desktop. With any image editor, go and resize the image to the desired proportions (in this case, 200% on each dimension). If your image editor allows you, test several different interpolation algorythms: as the editor will be basically inserting pixels in between the existing ones, different methods can produce better or worst results for your use. Based on my experience, the smoother the resulting image, the better for this purpose, unless you are trying to preserve detailed earthworks (as trenches or seawalls). If your image editor has the needed tool, use something to smoothen the image, particularly the tiles' borders: this is much more precise and effective than harmonising borders in-game. On this step, you can also alter the third dimension of your region: as is a grayscale image, the whiter the higher, and the more contrasted, the stronger the slopes will be interpretated by the game. Keeping this stats the same will result on all your topography to be significatively flatter than on the original region, so keep that in mind. I'm not suggesting an specifical measure of change on this, because frankly I don't know how to keep the proportionality, so my better recommendation is to try saving different versions of the image and testing all of them. When all the changes are done, return to the SC4 Mapper and Create a new region, using the 16 bit PNG as a base. Choose your file, and check that the size is the desired one (it is calculated automatically in base to the image dimensions, but it can be changed). When imported, the Mapper will propose a default distribution of tiles, but you can (and should) change it with the Edit Config.BMP button. Once done, Save the region to the game, giving it an unique name and try it on the game, preferably checking a hilly tile for the proportionality between the length, width and height of the topography. Hope this helps!!
  18. 2 points
    Look into SC4 Mapper and/or SC4 Terraformer. They might have an option for that. I do know one or the other allows you to save a grayscale image which you could then double in size in an imaging program and re-render that in the game. But, there might be a much better option available in one of those programs. Make a backup copy of your region someplace safe cause if that is an option I'm guessing you'd lose anything already built. I do my own method for making maps so I've not actually used any of the 3 main mapping programs. (The other is Landscape Designer, btw.)
  19. 2 points

    Show Us What You're Working On

    @raynev1 A clean version will be part of the pack. @CT14 It is nice to see my work put to excellent use!
  20. 2 points
    Overlays make completely accurate RL road layout almost too easy. It's like paint by numbers. No guesstimating, David
  21. 2 points

    Show Us Your Interchanges - The Sequel

    They're simply supposed to be a more rural-looking version of the Road network--no sidewalks, and (at least the appearance of) passing permitted. They're basically Road Cosmetic Pieces. The NAM doesn't change the actual drive side and never has. The NAM's installer reads the registry, and picks the appropriate box based upon that. There are boxes for "RHD" and "LHD" on there, but generally, users should not be messing with them, as all you'll end up with is the same drive side and a borked NAM installation. The only time someone should check a different box on the drive side is if they changed their drive side through a Locale swap and a shortcut command line, using smoncrie's trick, instead of through the registry, as the NAM installer cannot detect that sort of change. If you're looking for dirt roads, you should check out the Street Addon Mod. There's multiple options there. -Tarkus
  22. 2 points
    I couldn't agree more, Jason. But again, this could well be my megalomaniac tendency to oversize every project in which in involving (something that has wrecked havoc on my thesis, honestly). Maybe the sane option would be to define the new standard and to begin the reclassification process with the maxis' files only, to then both encourage creators to follow them for new content, and to recruit volunteers to produce overrides for the already published and inmantained files (with this, a technical doubt: it is possible to release only overrides for existing lots or out its required to modify or redo them to change their tilesets?) This really sounds like an offer we cannot refuse. Sadly I lack the abilities to do that, otherwise I would be starting right now... And about your tileset classification, I understand that it is roughly equivalent to this: Chicago = historical + neoclassical + Beaux-Arts (roughly s. XV to 1920) New York = art nouveau + art decó + proto-modernism (1920 to 1945) Euro = modernism at large, including soviet architecture and brutalism (1920 to 1980) Houston = post - modernism + deconstructivism and anything futuristic and not dated (1980 - today)
  23. 2 points

    Ronyx: WIP Daihatsu Hijet

    Logistics Warehouse: http://steamcommunity.com/sharedfiles/filedetails/?id=1080114922 Started Tamurakoma Office: not much so far, messy shapes Continued: Continued: Continued:
  24. 2 points
    Just a quick update from me: Work is continuing to press forward on the massive RTMT 4.0 stations build .. and we are starting to near completion for this mod.., at least in terms of the Development/ build portions.. The problem right now is neither Pierre or I know much about the RTMT props ( which still need work), and even less about how to build the install EXE( which as most players know is quite complicated and involved) .. So therefore , I cannot give any kind of projected date for release, but I will now try my best to update this thread to give interested players some updates here.. thanks, Brian
  25. 2 points
    Diego Del Llano

    Westin Regina

    Version 1.0.0


    This Luxurius beach front condos, are located in Puerto Vallarta , Mexico, my Hometown, the height is 196,85 ft, (60 meters). DEAR PEOPLE FROM SIMTROPOLIS: YOU CAN FIND THE VERSION WITH "NO PLAZA" IN THAT VERSION YOU CAN MODIFY THE LOT, PUT PROPS, FLORA, MAKE THE LOT AS BIG AS YOU WANT... FEEL FREE TO EDIT THIS VERSION. ENJOY. This file Includes: Functional Landmark with 1,200 CS$$$ Jobs To install: Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugin
  26. 2 points

    Show Us What You're Working On

    Thank you everyone for the kind words!! If decrepit is what you aim for, then here is an old decommissioned spherical oil tank I just finished. Perfect for that out of the way oil depot old tank farm awaiting demolition. They are standalone units. 1 2 Simmer2
  27. 2 points


    After a small break, I returned to BAT and new Tahvontorni is almost complete. You can see that ground floor is missing few walls and then lights of course. So, what do you think? I always hate roofjunk, so urgh. And logo changed blue to red, because original Tahvontorni had red Alko-logo so red M suits better. And trivia: Metrobank is a subsidary of Roxxon Oil Company in the Marvel Comics.
  28. 2 points
    This is completely inefficient and a huge waste of space. However, I love how it looks, the curves are super-smooth, and I had to share.
  29. 2 points
    It's so busy that I converted it to a SPUI / Single Point Urban Interchange and widened the highway. It's my first SPUI since my 'Building A City From Scratch' series. It was a tight fit! It's too bad the SPUI pieces can't be 7.5m yet, would make things a little easier. Wasn't too much work to retrofit this to 15m, however.
  30. 2 points
    Busy diamond interchange Zoom out Due the fact it's the only highway crossing for a long stretch, it also receives heavy pedestrian traffic
  31. 2 points
    A simple cloverleaf interchange...
  32. 2 points
    Finally got back in the game after a year The RHW team is magical. I'd never imagined this would be possible in SC4
  33. 2 points
    I had two highways in a hilly rural area to connect. The solution was a seven boxes long connecting road.
  34. 1 point

    Ancient Ruins (Preview)

    @kschmidt I believe the area you're talking about is called the "Plaza of a Thousand Columns" - apparently they used to support a massive roof but its long since collapsed: And yep, they're pretty much right on top of the pathway
  35. 1 point

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

    @NIBARR I believe this is what you're looking for: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3084 There's also a 2nd pack that was uploaded more recently that I'd recommend checking out too: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3291
  36. 1 point

    MMP Issue: Game skips one step

    I'm suffering from a weird issue related to placing MMP's: Whenever I'm trying to place a flora item by clicking once, the game always skips one item in the MMP cycle. In other words: If there's a cycle of 6 MMP's, I can only place item 2, 4, and 6 on a city tile. This does only count when I'm clicking once, when dragging, the game only places the first item. I should note that I'm suffering from this issue since I've bought a new PC, along with an edition of Windows 10 and a digital copy of SimCity Deluxe from Amazon. I can't tell if this issue is related to my new machine, Windows 10, or the digital copy from Amazon.
  37. 1 point

    Brugesboy84's BAT's

    Most of the industrial buildings I've ever seen are like that (a decent looking office in the front and the factory portion in the back (mullet style??)), but it doesn't seem like there are as many for the game. So far so good.
  38. 1 point

    Brugesboy84's BAT's

    Neat! But that also looks a lot like an airport terminal, don't you think? This could be relot material, which makes it even better...
  39. 1 point
    I'm actually not a fan of the sc4get name, what if we did something punnier like parscel?
  40. 1 point

    MMP Issue: Game skips one step

    I have the Amazon version of SC4 and do not have a problem like the one you described. Based on your description, could it be some setting with the mouse software that treats a single click as a double click. That's the first thing that comes to mind.
  41. 1 point
    "I tried to pick the 5 most popular suggestions for the name of our city, sorry if i missed some. It's time to vote! Some generalist expansion going on in this episode, as it was due time for the area directly east of our old main station to come alive. We touch a bit of everything; pre-WWII arch-typical European apartment buildings, soul-draining 1960's public housing, our city's first glass skyscrapers of the late 1980's and more! (Wanted to upload an episode this Monday before a short 3-day vacation, but as the pinned comment on ep.5 explains, the 81-tiles mod is causing a lot of trouble. After 15-something attempts the city finally loaded without a crash pop-up, and this episode became reality. I want to thank the people within the CS asset & youtube community that gave me some assistance yesterday. Let's hope for a fix.)"
  42. 1 point

    Show Us What You're Working On

    I was challenged to build the Highway 401/404/Don Valley Parkway interchange in Toronto in SC4 here: http://urbantoronto.ca/forum/threads/roads-ontario-gta-highways-discussion.12233/page-162 Challenge accepted. Here's what I have so far: https://www.google.ca/maps/@43.7674403,-79.3367528,1251m/data=!3m1!1e3?hl=en EDIT: Further progress
  43. 1 point
  44. 1 point
  45. 1 point
    Diego Del Llano


    Version 1.0.0


    This Luxurius beach front condos, are located in Puerto Vallarta , Mexico, my Hometown, the height is 262 ft, (80 meters). This file Includes: Functional Landmark with 1,500 CS$$$ Jobs To install: Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugin
  46. 1 point

    Reddonquixote's BAT thread

    Thanks very much everyone Jason - that's an interesting idea, I never thought of doing that before, I can imagine there's probably lots of cool uses for that trick. Thanks Well, here's some night lights. It was an ordeal though, seems like 3DS Max 2017 isn't compatible with Bat4Max, I somehow managed to fudge the script for day cameras (don't ask me how.. it was pure fluke!), but I couldn't get night cameras to work at all. I ended up taking an old night scene and importing the model in, and that seems to work for the rendering at least. I still need to see if the export works. I fear soon these things will stop being compatible so much that we can't work around them anymore. That will be a sad day. Anyway, here they are:
  47. 1 point

    All in the same boat

    Thank you Dirk for Your website. You have gathered here for a large community. All new city engineering games are here. This is the perfect solution. I can see and SC4 and SC3000 and Skylines here. It's fine - you made the right choice. Attracting SC3000 and Skylenrs gives a chance to survive SC4. Few of us with SC4... Thank You once more...
  48. 1 point

    Show us your Airport - Part 2

    I've been working on my region for a couple years and only now did I realise it didn't have an airport! I built this over the last week, Star Isles International Airport.
  49. 1 point

    Version 1


    A high tech industry with 4 growable lots included in sizes 2x4, 3x4, 5x2 and 4x2. It employs 195 people.
  50. 1 point

    Kaufmann Stores

    Version 0


    This is a $$$ Commercial service building for SimCity 4 Rush Hour. The name of this building is fictional and so is the building architecture. It employs 128 sims and 4 different lots are included which are all growable. To install simply unpack all files to your SimCity 4 plugins folder. The building should then pop up in medium/high density zones. Lot sizes include 3x4, 4x3 and two 3x3 lots so it should be able to be built almost anywhere in your cities. Enjoy it..... GreatDane
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