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Popular Content
Showing most liked content on 07/26/2026 in Posts
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9 points
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5 pointsIve always wanted California style highway walls, they've been such a pain im 50/50 if i should continue.
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4 pointsHi everyone. I'm newly returning to the community and under a new username (formerly meinhosen) due to an inability to recover my old account. With my kids off to college and a lot more time on my hands I've decided to shake the rust of my creative side. I've played almost every city builder since the original SimCity, and will show my age with the fact that I still own the original SC4 and Rush Hour disks.
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4 pointsYou can find it packaged with this file; Edit; look in the "Documents" folder
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4 pointsHi, This might be what you look for ? There's another old resin by Eggman but that's for the old rail ! Sincerely yours, Kschmidt
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3 points
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3 pointsi feel for you, doing glass on blender is no fun, but it looks good, if it were my Bat i would be happy with it.
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3 points@simmering, thanks for answering on my behalf. In fact, I write a post about SCCN files in Simtropolis, too. And the numbers are correct. They are the thread IDs.
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3 points@Fargo The blinds look much better, and I gotta say the building's overall color looks much closer to RL compared to your last previews. It's more shiny/silver than just black, so nice adjustment! Although you can't see blinds very well IRL, it's now a "once seen, you can't unsee it" situation and I'd prefer to see them haha The right side reflections at the bottom of Z5 E are too defined imo. And whatever bright reflections you decide to leave in would look better aligned orthogonally. Right now they look FA2.
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3 pointsYes, attaching the files to the posts is a good way to do it. That'll be easier than going the PM route. While I wasn't particular focused on this initially, I did consider the last login time when doing some secondary PMs. There were some earlier downloaders who had been on the site more recently than some of the more recent downloaders. This would be something to consider in future attempts. I was considering a few groups: SC3000 city files, SC3000 building files, and SC4 region files. Most of the missing files would fall under one of those categories. And the ideaa of seperate posts would help clarify things a bit. Perhaps there's other ways of streamlining the list...?
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2 pointsHaven't posted here since the great blackout. Around the same time I switched to a seasonal setup (because of the pretty autumn colors ), so some of my lots need updating. Here's one I released on the STEX a while ago. Some small changes in the layout and different flora. Big fan of the added Vortext dirt textures. Summer: Autumn:
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2 pointsCancún, Mexico the hint made it very easy. I will be passing on the next post to someone elso though.
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2 pointsPosting a screenshot here highlighting a couple of details: 1) The 'Hangar1' case using the large-extrapolated view that you'd only see with the tiny/small-equivalents. (This is one of the conversion options in the pending pull request - others include the default "open" view and also the "animated" door type that was present in the DOS/Macintosh pre-release - 1.1 versions of the game) 2) Now that certain colour options have been restored from the DOS/Macintosh versions and made available in certain free slots in the Windows edition, certain objects that appeared to lose "colour fidelity" are now back to their intended state. The screenshot highlights the "Loading Bay" and "Crane" cases (both of which had certain palette indices substituted with the default black originally). Another detail concerning both the "Loading Bay" and "Crane" objects is that in the DOS/Macintosh pre-release - 1.1 versions, certain colours were not applied correctly, and consequently the object border would end up with one of the "cycling" ranges (specifically the one that applied to the Hangar1 open/close door scenario); this has now been corrected. The following image highlights "before" - prior to any fixes/adjustments: This one for "after":
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2 points
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1 pointI was wondering about that. I read through the recovery effort posts so I didn't know if some information had been lost or the area simply abandoned. I would love to contribute towards its revitalization, though. I know this server is more SimCity oriented, but hopefully I can show off how far CSL:2 has come from its very disappointing launch lol
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1 pointHowdy, everyone. I stumbled across this community about a week ago while looking for some fixes regarding modding for CSL:2 and I found it very charming. Additionally, I am starting a city-building project for CSL:2 and figured this might be a good place to document it. I look forward to getting to know you all and this space!
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1 point@CasperVg, I've been using this new version for a while now and so far everything's working great! One suggestion though: DARK MODE. Staring at all that white screen really causes a lot of eyestrain sometimes. It'd be great if there was a dark mode feature. Maybe not 100% for the lot editor, but the main page with the properties definitely needs it. Anyway, just a suggestion! EDIT: Actually, I've got a major suggestion - is there a way to change a lot size within PIM-X after a building and props have been placed? So if you convert a building that's a 2x1 lot and you want to turn it into a 2x2 lot, or make it a 1x2 lot instead by reconfiguring the look of things, is it possible to do that? Or, if you're working on a lot and realize it's too small and want to make it slightly bigger without redoing everything, is there a way to change it natively? I recall that the only way to natively change this was with Reader so far (especially to flip a building from say a 4x2 lot into a 2x4 lot). If this feature could be added, then this would really make all lot editing exclusive to this program. EDIT2: I think you can just change the lot size in the lot properties and it works. But please confirm if this is ok or if it's unstable. I did this once and then the program crashed afterwards (maybe it was related to the conversion feature in my next post).
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1 pointI've activated the site-wide help topic. Hopefully, it will draw some attention. Feel free to offer any suggestions on making it more effective.
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1 pointBased on these questions and the mentions of features I wasn't even aware existed yet, is there any newer roadmap or listish of things to expect coming down the line? Progress has been pretty crazy. To think before this, I was about to invest (and did invest a lot of time accomplishing nothing of worth or usability, namely in regards to a T21 mod for RVT's wide TSR variant which needed new versions of mirrored props which I ended up using the wrong versions of at first) hundreds of hours into a T21 mod which covered one wealth (well, multiple really as they all were going to share the same layout) of one network. I'm slow at this stuff but still, it's absurd what you can do now. Such a thing has been made completely unnecessary, aside from hobbyism and maybe the minor convenience of having an actual T21 mod, if you plan enough use of it to justify such a convenience.
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1 point
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1 pointThis is my final version. I’ve tried to implement all the changes, but to do that, I would have had to transition back and forth between the RHW network and the regular road network, which made it way too long, so I settled on this.
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1 point
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1 point@simmering That city is Fukuoka, on the Japanese island of Kyushu! The aerial view shows a pretty extensive and moderately dense urban area, a really developed coastline (seaports, shipyards, bridges, land reclamation, coastal defenses), the mountains clearly have a volcanic rock shape with dense forest cover (hinting at Japan, South Korea or Taiwan), so it's a more warm climate (in this case sub-tropical), and the coastline also has many smaller islands. Proof of correct guess: https://www.google.com/maps/@33.6180129,130.4228242,21141m/data=!3m1!1e3!5m1!1e1?entry=ttu&g_ep=EgoyMDI2MDcyMi4wIKXMDSoASAFQAw%3D%3D Now it's time for my next city! This one is really new when considering its founding date, and is a tremendous masterpiece for tropical paradise tourism!
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1 pointA site-wide call to arms... So far, we've had a lot of help with restoring the lost items to the STEX since the site came back on line. Several of the original creators turned up to re-uploaad their items, and some earlier downloaders provided backup files that we were able to also restore. We very much appreciate the way members of the community came together to help out. As a result of these efforts, we have over 92% of the items restored that were missing as a result of the site being wiped. With that said, we still need the final few items to make the job complete. There are about 100 uploads still missing from the STEX. While the STEX entries still exist, the files themselves as well as many of the images were lost. Therefore, we are making a site-wide rally call to ask that any members who may have downloaded these remaining items help us out in gathering them up. If you happened to have saved copies of these files, it would help us greatly if you could pass them along in order to get them restored. To make things easy to check, the mising files have been seperated into three categories. If you think you may have any of these files, feel free to attach them to a post in this topic or pass them along to any Restoration Team member via a PM. SC4 Regions SC3000 Cities SC3000 Biuldings SC2013 Game Mods We thank you for any assistance you are able to provide in getting our 'home away from home' back to it's former glory...
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1 pointThese are SimCity 2013 Game Mods that are still needed for the STEX Restoration Project: Rapid Resource Extraction (Coal, Ore, Oil) v10.3.5.0 by @DogOfMan ONLINE-compatible Modpack by @svexel
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1 pointThese are the SimCity 3000 Buildings that are still needed for the STEX Restoration Project: Landmarks & Custom SFX by @Gernot66 Vehicles Streets of SimCity by @Gernot66 Chevy Van (8 variations) by @Gernot66 Utility Vehicles by @Gernot66 Sports Cars by @Gernot66 Vehicles 1 by @Gernot66 Rooftop 1 (chimneys, air condition) by @Gernot66 Grabbag (props details, ea maxis custom) by @Gernot66 Fire Escape by @Gernot66 Board 1 (template and examples) by @Gernot66 Pond - Gas Pump - Shuttle by @Gernot66 60 SC3URK Buildings 20250311 by @Gernot66 Krystal Restaurant by @Tyrannodokuro Ed Edd n' Eddy - Candy Store by @Tyrannodokuro Big Brother by @Gernot66 Riegelhaus1 by @Gernot66
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1 pointThese are the SimCity 3000 Cities that are still needed for STEX Restoration Project: None at this time. Yay!
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1 pointThese are the SimCity 4 Regions athat are still needed for the STEX Restoration Project: Argentina - Grande by @SlayerTwist Louisville Kentucky 100x100 Very Large Map by @City4fanatictasia91 Louisville Kentucky Map 36x36_Real_Scale_ @City4fanatictasia91 New Arkatanya by @Jessica Lee Swiftia by @SC42001 Kendrica by @SC42001 Oliviarodristan by @SC42001 Billie Eiles by @SC42001 Caseoh Ingens by @SC42001 Micropolis by @Play_4_Fun Arkatanya#3 by @Jessica Lee Anchorage, Alaska by @Moxy Santiago, Chile by @Moxy Grand Canyon by @Moxy Victoria by @Moxy Panama City & Central Panama by @Moxy Sierra Nevada de Santa Marta by @Moxy Hawaii and Vatnajökull, Iceland by @Moxy Rio de Janeiro by @Moxy Mouth of the Ganges by @Moxy Northern Greenland by @Moxy Antarctic Peninsula by @Moxy Alaskan peninsula and Bristol Bay by @Moxy East Falkland by @Moxy Falkland Islands by @Moxy Random Map 2 (smaller) by @Moxy Random Map 2 by @Moxy Baja Central by @Moxy Chillguyana by @SC42001 Baja S. Central by @Moxy South Baja by @Moxy Tasmania by @Moxy Random Map by @Moxy Reykjavik, Iceland by @Moxy Southern Tip of Vancouver Island by @Moxy Roshar by @moderntrivia Kamchatka-Map1 by @rushdriver Arkatanya #2 by @Jessica Lee Hanoi, Vietnam by @Zoopermarkt Arkatanya by @Jessica Lee Beaver Island by @moderntrivia Leelanau Peninsula by @moderntrivia Lac Mananivo-Madagaskar by @rushdriver Durham Map by @Cmonster59
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1 pointHm, not sure where you looked. Well, the SimCity China entry in the SC4 Dictionary has a link to pikachu_SQ's SCCN DLC repository on Naver. If I open the subfolder "Original", I can find a large number of e.g. SXCZ files. If I understand this correctly, the number at the beginning of each entry is the thread-ID from SimCity China:
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1 point
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1 pointthank you for sharing that hairpin turn is perfect very impressive
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1 pointTurning around and climbing up built this area during a livestream here:
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1 pointYes, I think it is on Naver. Sorry, I am on a different computer so I cannot look it up: You can find the link in the latest SC4 Dictionary under SimCity China.
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1 pointI like the idea of using a dedicated thread for the last missing files. The instructions should be simple i.e. the files can be uploaded to the thread (and they can earn likes in that way). You could also @mention several downloaders with each file so they get notified. I would also make several posts to avoid TLDR, perhaps grouping files by type? As for those downloaders, maybe my earlier advice of approaching the most recent ones was not so salient. Is it possible for you to filter the downloaders of a file by their last visit? Then you could @mention the 3 downloaders that last visited ST, preferably after the restoration of the website.
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1 pointJust a follow-up on the attempt to gather the still missing files via PMs... PMs have gone out to the most recent downloaders of all missing files. Some secondary PMs have also gone out due to some having let me know they don't have the files. So far, there has been a half dozen or so responses with files that have been restored. While that is a positive, I am somewhat concerned that many of the recent downloaders have not visited the site since its return. With this in mind, I was trying to think of alternative ways of getting asistance in gathering the last few files. I've started a topic in the Recover Project subforum (it's currently hidden) listing all the remaining files we need to collect. My thinking is to create a Feature that will post on the homepage asking for asistance. Given that it is still a work in progress and I'm not the most creative when it comes to spicing things up, I thought i would ask for input on attracting attention and encouraging folks to help out... I thought I would give the downloader PMs a week or so to see what we get, then try the site-wide help feature... Just some thoughts... Any and all ideas are welcome...
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1 pointNext projetct,a small, cold climate wooden house, probably a 1x1,1x2 and 2x1 lot (Don`t blame me, I like more the modelling and rendering part than lotting and testing in game, so I will be posting the other models all together, eventually)
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1 pointStrang Deeds Office Tower from the European Tileset in SimCity 4 is based on Cremon 3 in Hamburg, Germany.
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1 pointEpsilon Hydra II - Planetia Space port ! Sim Mars Epsilon colony is growing with the Planetia Space port settlement. Futuristic out of this world ! Desoate planet with few resources sims have to be inventive to survive ! Rock and sand in abundance in this hostile desert enviroment with fequent sand storms ! Space port and elevator help comutte with other world ! This settlement still a l ong way to go ! Enjoy !
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1 point
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1 point@CasperVg I've been trying out the newest Plop&Paint mod. Great new additions to this mod, especially the terrain decal function, it allows to fill a lot of gaps left by NAM networks. However, there seem to be a few issues. Also, I'd like to make some suggestions on how to improve it: As already mentioned, the mod cannot paint textures ending with 5 or A. That would be great if you could add that to the game. The mod only reads lot textures - it would be great if it could also read traffic textures, such as those from the NAM. BTW, lot textures have a GID of 0x0986135e, and traffic textures a GID of 0x1abe787d. With the installation of version 0.9.1, I seem to be unable to raise props I'm about to paint. Is it just me, or is this feature suddenly missing? Also, is it just me, or does version 0.9.1 interfere with the Season Jumper DLL? After installing version 0.9.1, the Season Jumper DLL suddenly stopped working. Edit: Strange, but the Season Jumper DLL is now working again - it did not work right after installing v0.9.1, but at my second try running the game it worked again. Also, a few questions: Does the terrain decal function allow for more than one texture to be painted? This is important if you want to place a base and an overlay texture. BTW, as far as I know, both of these textures use the same GID, the only difference is: The game considers textures with transparent or semi-transparent parts alsways to be overlay textures and fully opaque textures to be base textures. Does it distinguish between base and overlay textures, like the LE?
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1 point
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1 point
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1 point@Fargoyou're such an inspiration that I started to make bats after 20 years, right now trying to figure out Blender. Now I'm experimenting with Google Earth imagery, then, when I'll grab more experience I'll switch to the hand-modelling. Blender 5.2 LTS + BAT4Blender 0.6
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1 pointFinalizing nightlights and fine texture details, I had to get rid of the solar panels, it was causing some weird texture ids bugs (inclusive on the duplex house), and increasing the render time more than 3 minutes. I guess it was something to do with Final Gather calculations interactions with the solar panel model.
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1 pointHere are the finished FTLs and their derivatives. I really enjoyed making them; I also had to fix quite a few bugs that were native to NAM. The TuLEPs are now fully compatible with the FLTs. Just the bridges left, and a few other little things, and then we should be all set! Phew... Here are a few photos showing the progress—it was a big job! Everything is available in RHD/LHD and White/Yellow, of course.
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1 pointHello, I'm.. back...? I have to suddenly start job hunting, so I don't think I will be able to be active often for a while. However, I am still continuing to make the BAT I was working on. I will try to make it little by little while taking breaks when I get tired of job hunting. I have already drawn the design sketches, but the modeling process is taking quite a long time as I am modifying them to give it a more classic feel. I also need to add Beaux-Arts style roofs and dormers later.
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