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Showing most liked content since 02/12/2018 in all areas

  1. 27 points
    I'm working on a scrap yard. It's nearly finished but there is still a lot to do. It's missing some detail work and i'm pretty unsatisfied with these material handlers
  2. 23 points
  3. 21 points
    The British Sausage

    The Village

    Replies: Kim Sunwoo: It get's a little better in this entry. Urban Constanta: Thank you very much! Krasner: This old dog is still learning new tricks. kingofsimcity: Cheers! The next step is merging diggis river pieces with his pond pieces to create lakes and/or reservoirs. kschmidt: Thanks a lot! The next phase is creating grid-busting villages which largely consist of MMPs. Linoa06: I created a river to add an interesting boundary to the fields, every field I created is influenced by that river. Simmer2: And those dry stone walls have already been put to good use. Thanks! MiCephia: Thank you. Also good luck with your MMP experiments. Tyberius06: SC4L0ver: Wait until you see my landscaping work for hills, mountains, lakes and rivers- that will be for my next SC4 project. Akallan: Yes- I am increasingly using MMPs and focusing more on rural scenes and suburban scenes. While in future my urban scenes will include additional MMP flourishes. Entry 15: The Village About three months ago I worked on a small row of houses which were off the road and used MMPs for the surroundings. I came back to this two days ago and this time I produced a small village. 1. The area in question. 2. More track grid-busting. 3. I used girafe's bushes for hedgerows. 4. 5. Making use of Simmer2's Dry Stone Walls, found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3566. 6. The village- off the grid and filled with MMPs! 7. Simmer2's walls are also useful for property demarcation. This idea came about because lone houses in the Pennines, or in the Lake Distract, often have stone walls to mark the edges of the property and the land. 8. Since the properties are rural, quite a few of them have some kind of greenhouse or patch to grow vegetables (or personal crops ). 9. A little mosaic for today! 10. Here is the northern route into the village. It is the main one. 11. Minus the stone wall at the bottom right corner, everything you see here is 100% MMP. 12. Someone please page simmaster07 -- we need to place MMPs on streets/roads/railways ASAP! 13. Despite this limitation I am happy with the final result. 14. Another overview of the new area I created. There will be more close-ups when I start the large tour around Pololomia. For now though these pictures shall suffice. 15. Dem details! Right now I am working my ass off finishing off as many fields as I can during my one week holiday. There will be another entry next week. After that Pololomia should be done and the grand tour can commence.
  4. 20 points
    weixc812

    Show Us What You're Working On

    Can't believe I'm still working on Coos Bay after so many years.... Here are the updates for west harbour area, any thoughts?
  5. 19 points
    nycsc4

    Show Us What You're Working On

    Removed one of my older diagonal avenues but didn't want to take down all of the buildings. My original hometown of St. Louis, Missouri has several little plazas like this where the city's old streetcar lines changed streets by cutting diagonally through a block. Before: After: Thanks!
  6. 19 points
    matias93

    Show Us What You're Working On

    Still needs a lot of work and refinement, but what do you think about this hillside dense development?
  7. 19 points
    Simmer2

    Show Us What You're Working On

    The train station name calling (pun intended) is progressing well. A couple more of them and then its release time. While we wait for that to happen, lets talk trash, shall we? I call this one SM2 Trash and Burn Here are some pics (Still WIP) Simmer2
  8. 19 points
    tariely

    Show Us What You're Working On

    I've been relotting (and relighting) a few freight stations, but I am not very familiar with what should or should not be there. May I have some advice from the rail bugs here ? NewmanInc Shipping : Un1 Freight station : Factory Freight Yard: Dirty Industry Freight station : and by night, (I know ; but in winter, here in Quebec night falls at 4 pm.. )
  9. 19 points
    Working on some more MMP magic...
  10. 18 points
    Simmer2

    Show Us What You're Working On

    Re: SM2 Trash and Burn Next piece.....well its 3 pieces. A bit of a shift while gif making so disregard the slight left movement. Simmer2
  11. 18 points
    andisart

    andisart's BAT cookery

    Iris Bay is taking shape, WIP....
  12. 17 points
    Simmer2

    Show Us What You're Working On

    Dutch names please Re: SM2 Trash and Burn Here is the next piece of the puzzle. The boilers and the turbine housing. 1 2 Simmer2
  13. 17 points
    Jasoncw

    mipro

    Thanks guys! I've been trying to work on the spandrels. Ideally when I make spandrels, I use the "Face" UVW Map type, which fits the texture across the face, which is convenient because it automatically fits spandrel textures across all spandrels. The downside is that for some reason that is unknown to me, it doesn't orient the texture consistently, sometimes the top of the texture is not put at the top of the spandrel. Normally I just make a copy of the material or bitmap, and I rotate it within the bitmap to compensate for the incorrect rotating, but for here that would double the number of bitmaps. So instead I detached all of the spandrels, gave them new uvw maps, and then reattached them (so that it's easier to change material ID, which is how I'm controlling which spandrels get which spandrel texture), and then continued working on the spandrel textures themselves. You can see where the spandrel progress is at in the middle of the shaft. The floors below that haven't gotten their texture yet, and a few of the floors above it have a texture (looks kind of purplish) which is what a photo of the spandrel looks like, before any editing (as you can see it looks almost flat).
  14. 16 points

    Version 1.00

    306 Downloads

    KOSC presents: King's Community & Regional Park Pack, Volume 2 Introduction King's Community & Regional Park Pack continues with volume 2 of 2 and much like the first set, covers a myriad of park types. Volume 2 has a heavier focus towards sports courts and complexes and as such, you'll see plenty of new (and renewed) tennis courts, baseball, softball and soccer/football fields for your Sims. Package Overview Included in the following package is a set of custom textures and 36 park lots. Additionally there are a set of dugouts by @Glenni and a grouping of parked cars by @MushyMushy, both of whom were kind enough to provide these props for the set. The parks in this set are broken down into the following categories. Community Parks - 5 lots: These are the standard community parks similar to the ones in the previous volume. Royal Trails - 6 lots: This is a set of semi-modular aimed at filling the in-between areas of your wealthier neighborhoods. Tennis Parks - 4 lots: Tennis-centric lots ranging from small community courts to a large center. Contains a redux (will not override) of the original Green Green Tennis Greens. Sports Fields - 16 lots: Contains different rotations of soccer fields as well as multi-wealth variants of diagonal and orthogonal softball fields. Abandoned Parks - 2 lots: These parks are already partially reclaimed by nature and would look great in a post-apocalyptic setting. Sports Complexes - 3 lots: Large-scale multi-field complexes. Very powerful parks that can massively stimulate city growth. General Stats Park stats are generally designed around their respective wealth. In general: Low Wealth: No R§§§ relief, 50% R§§ relief, full R§ relief. Massively reduced landmark effect (value), park effect (value and radius) and monthly costs. Medium Wealth: 50% R§§§ relief, full R§ and R§§ relief. Moderately reduced park effect (value) High Wealth: Full residential cap relief. Full landmark effect, park effect with increased water consumption and monthly costs. In addition, all parks share the following property: Air pollution reduction, light water pollution (both grow with respect to park size) Tennis Parks follow a different formula (inverted values, with full R§§§ relief and weaker relief for R§§ and R§). Sports Fields have generally fixed cap and park values determined only by wealth and type (softball/baseball/soccer). These fields do not provide a landmark effect. In particular, lower wealth baseball and softball fields will generate minor amounts of garbage as well. Abandoned Parks are extremely weak as parks, providing little to no park effect and cap relief and even generating a bit of garbage! They're offset by being especially cheap to plop and free of maintenance costs. Sports Complexes boast massive amounts of cap relief (progressively weaker by higher wealth) and a massive park effect radius but a much weaker effect value. They are also expensive to plop and have relatively high maintenance costs. The Royal Trails set of parks appear near the top of the parks menu while the rest should slot in-between and after the Maxis parks. Detailed stats and information can be found in the enclosed README. Install Instructions Drop the files in your My Documents/SimCity 4/Plugins folder. If you want to use DAMN (optional), seen the additional instructions below. DAMN Users Only There is a second zip file included that contains DAMN menus for these parks. You will need DAMN for these menus to show up/work. Merge the DAMN folder in the zip with the one inside the SimCity 4 install directory Plugins folder (not documents). For CD/DVD users, the default is - C:/Program Files (x86)/Maxis/SimCity 4/Plugins/DAMN/ For Steam users, the default is - C:/Program Files (x86)/Steam/SteamApps/common/SimCity 4 Deluxe/Plugins/DAMN/ Drop the zzzzzz_DAMN_Hidden folder into your standard My Documents/SimCity 4/Plugins folder if you want to hide the lots from the normal menus in-game. If you still want access to the original menu icons, feel free to delete this folder entirely. Texture Replacement This pack uses another set of textures not included as part of any of my previous dependency packs. The repository will be available soon. Dependencies Due to the sheer size of this set relative to the first and the need for more variety, the dependency list grows just a bit. These are limited to some more of girafe's HD flora and the Light Replacement Mod. As before, If you've downloaded any of my previous works then you should have a good majority of the required dependencies already. Props SHK Parking Pack BSC MEGA Props SG Vol. 1 Maxis Prop Names and Query Fix BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 AnyOne for Tennis VIP girafe elms VIP girafe beeches VIP girafe lindens VIP girafe maples v2 VIP girafe birches VIP girafe Walnut trees VIP girafe Canary date palms VIP girafe villa Libeskind (for the hedges) VIP girafe feather grass VIP girafe cattails Light Replacement Mod v4.0 Mega Pack (light props only) Dugout & Car Park Props (Included) Textures BSC Textures Vol. 1 BSC Textures Vol. 2 BSC Texture Pack Cycledogg V01 SuperSHK MEGA Parking Textures Superpaths Pathway Textures Community & Regional Park Pack, Vol. 1 (for the first set of Community Park Textures) Community Park Textures 2 (Included) Acknowledgements Thank you to all the content creators behind the props/textures packs that made this set possible! Huge thanks to MushyMushy for providing the custom vehicle props for the tennis parks and Glenni for providing the baseball/softball dugout models! Additional thanks goes out to rivit for his Bender tool and rsc204 & rivit for their work GoFSH work that made my texture creation a rather painless process. Enjoy!
  15. 14 points
    Simmer2

    Show Us What You're Working On

    @The British Sausage Great work!! Those country walls look strangely familiar Btw Rutger Hauer Station sound so Dutchy I wonder if the actor with the same namesake plays SC4 However it is my pick so far, thank you. Keep those station names coming please! New pic showing true transparency on those shelters. (I figure it out how to make it happen!!) Sky is the limit! Simmer2
  16. 13 points
    MushyMushy

    Mushy's Random BATs

    Those who keep up to date on Discord know that I have been working on some buildings for the SC3K project. Bear in mind that I am a realism guy, and SC3K is generally a bit sillier than SC4 (open vats of green goo...), so artistic liberties will be taken, potentially including size and many other factors. My big start has been something primarily rooted in Armpit Central, but will likely take queues from some other dirty industrial burners from the game. It's main hall will be the same as Armpit Central, just elongated considerably. Based on some research, this will likely be a zinc smelting plant, and will sit on a fairly large lot, hearkening back to the days of massive Jestarr industry. There will of course be tanks and a ore pile... it'll be fun. Some SC3K-based buildings put in a more realistic light. Keep in mind that while many of the textures are at their final state as far as colors go, many of them need fitting and grime variations (especially the brick). This will likely shape up to be a landmark (figuratively speaking) in your industrial zones, as well as your pollution map. Credit to Jasoncw for the original brick texture. The dump trucks aren't new but I haven't shown them on the forums yet, only on Discord. They are based on an old 80's model Chevy Topkick/GMC Kodiak. The one with the yellow cab can easily have different cab colors swapped in, while the white one is meant to represent an all-white paint job. At this point it kind of goes without saying since you all know how I work but: it's not scaled up by 133% on the Z axis currently -Mushy
  17. 13 points

    Version 1.0.0

    160 Downloads

    My first building from Germany. Sadly, this building doesn't exist no mo'. LM
  18. 13 points
    MushyMushy

    Mushy's Random BATs

    Yeah, I do hope to do some other widths. Will have to toy around on paper with the number of lanes used (versus the number for the corresponding RHW size) at the actual checkpoint though. --- Tinkered around here and there, with the result being a custom prop for one of @kingofsimcity's new sports fields. You may remember his big tennis complex, which had a unique curved parking lot. This would obviously be a challenge to fill up with the props we have at our disposal so... (second image credit: kingofsimcity) -Mushy
  19. 12 points
    nycsc4

    Show Us What You're Working On

    In the midst of a huge rebuild of large part of my inner city. So great getting this tile rescued from the Prop Pox! Been working all weekend to fix this area up. Thanks to stumbling upon some of the best looking row homes I've ever seen (thanks, @Jasoncw!) and some great modern looking infill from @mattb325, I've been able to give an entire new look to this part of Vancouver. Below are some before pictures. The cable stayed bridge was replaced with that diagonal under truss bridge. Let me know what you think! Thanks!
  20. 12 points
    First of all thanks to all users who reacted to my post in the Show Us What You're Working On Thread I will definitly release as many seperate props as possible. Maybe I do a few more props like a version of the main building with a different conveyor belt for the output. But I will definitly export the complete scene, except the walls. I seperated it in two different ways and both looked bad once combined. Currently I work on another material handler. A large metal recycling facility like this also needs some cranes.
  21. 12 points
    SC4L0ver

    Show Us What You're Working On

    @Simmer2 That incineration plant looks great! Now I want to show you all Simtropians a little project I've working on this week. So, I've been using for a while the wonderful Catalyst asphalt sidewalk extension mod, but I thought it lacked those textures to be used on LE to make lots. So, I decided to make a texture pack to solve this issue, so I could use these amazing textures for lots. As of today, it has 115 different textures, both base and overlay textures, and it consists mainly in straight pieces, crossings, curves and transitions for each sidewalk style. I'm not planning to expand it anytime soon since I'm running out of slots in my texture IID range. Regarding release, I should ask @Bloemkoli for permission, since the textures are his, but he hasn't apparently logged in since more than a year, so a possible release is not a possibility at the moment, since I can't reach him to ask for permission. So, here be the pics: Sidewalk #1 Sidewalk #2 Sidewalk #3 And here some closeups of the stuff
  22. 12 points
    nycsc4

    Show Us What You're Working On

    Rebuilding some older sections of Downtown Vancouver that were recently recovered from the Prop Pox. Thanks!
  23. 12 points

    Version 1.0.0

    110 Downloads

    LM
  24. 12 points
    Simmer2

    Show Us What You're Working On

    Hello everyone, lets play a game shall we? Its called "Name that Station" I saw one of @Aarsgevogelte buildings and I though "TRAIN STATION"!!! It is a very nice model and it deserves an up do. Therefore I need the community's help in finding a suitable name for the station shown here. Possibly a Dutch name or some other fancy name. I will wait a few days and then I will choose the one that fits. I already made the lot, a few brand new HD props and of course a custom base texture. This station will work for both Maxis and RRW rail networks. If you have the NAM it will show RRW and if you do not then you get the vanilla rails. There will be a second lot made with similar setup but I will make it STR therefore it will be NAM only compatible. Both station will be uploaded at the same time. Let the games begin! A few pics. Simmer2
  25. 11 points
    tariely

    Show Us What You're Working On

    (Me, I'm just finished with my frenzy of passenger stations relottings ; last one : Jenx Railway station.
  26. 11 points
    Jasoncw

    SimCity 3000 Birthday BAT project

    So, last summer, @Cool_Z converted some of his CS buildings for SC3K. I've asked him about his camera rig, and he directed me to this page on @catty-cb's website. Basically, if you recreate the camera rig you should be able to make a 3d model and render it from the new camera. Then you can scale your render in photoshop to match the scale of the SC3K building, and you'll be able to match your recreation with the original. You can also take it a step further, and bring a SC3K image into 3ds Max. Create a plane with the exact same proportions as your SC3K image, then rotate it 30 degrees and then 45 degrees, so that it directly faces your camera, and then the SC3K image should be there without distortion. Then you can sort of trace the SC3K image with your 3d model. After you make your camera, right click on your viewport and select that camera as your view, and then press "u" to leave the camera's view and to go into user view (just like after a BAT preview), and then you can move around in the viewport freely. Render from the camera (not the BAT4Max preview render buttons) to get a render. Doing all of this takes some familiarity with max, but it's possible. So here's a render of Bluerise Plaza from 3ds Max (with the SC3K camera) overlayed with the SC3K screenshot. My model isn't perfect because I was just doing it to see how it would work. There's a part that sticks out along the left edge of the building, but that's a modeling mistake of mine, it doesn't actually stick out that far. In all of the renderings, just pretend that the left part of the building doesn't stick out as far. Here's the exact same model, rescaled to fill a SC4 3x3 lot, and rendered as a normal SC4 preview render. But that doesn't look nearly as tall and elegant as the SC3K building! So I went down the vertical scaling rabbit hole. While the camera angle in SC4 squashes things, the camera angle in SC3K makes things look taller than they actually are. In the SC3K camera, in order to get a cube to have the same width and height when you render it, you have to scale down by about 91% (this might not be exact, but it's close). For SC4 you have to scale up by 136.6% (since this is scaling something that is based purely on existing proportions, and not real life dimensions, there's not a reason to use 133% in this case). This is the same model as before, but scaled down 91% and then up 136.6%. And now it looks like how it's expected to look.
  27. 11 points
    andreharv

    Network Extensions Project

    Thanks guys. I'm glad this project has some shock and awe left lol. With less than a month until C:S 3rd birthday, I wanted to share some progress I have been making as well as some future plans. In the past two weeks I have been making fairly steady progress on extended sidewalks and median connectors (please ignore the blue stuff). Most of the transitions are complete. We are making progress everyday! Please note I took it upon myself to add a solid white line to the basic roads. I would've loved to have this done by March 10th but I still have a lot of work to do so I won't bet my life on that. With the advent of the road editor, most individual variations of roads can be readily made. For this mod to justify it's existence, I have decided to focus more on the mod side. For now, I am focusing on the appearance of the roads and minor AI changes. My ultimate goal will be to one day use these median connectors to build divided intersections and thus, proper two way divided highway. I still plan on creating a 3+4, 3+5 and 5L oneway (maybe). Don't want to say too much. Just, happy Thursday!
  28. 11 points
    terryalonso

    Show Us What You're Working On

    month 1 , TERRY city1 :central commercial district. (not finished) ******** @Simmer2 excuse me , how about " maria loverin" ??
  29. 10 points

    Version 1.0.0

    111 Downloads

    The Failing Office Building is a 12-story high-rise building located in downtown Portland, Oregon, U.S. Also known as The 620 Building, it was built from 1908-1910 by the firm Whidden & Lewis. The building is listed on the National Register of Historic Places since October 31, 2007. INFORMATIONS The model is available in two versions - Landmark and Commercial Office. Both are corner W2W models. With the custom LODS it's possible to add furnitures as props on the terraces in case anyone wants to do it. Landmark Plop cost: 30,000 Lot size: 2x2 Commercial Office: Lot Size: 2x2 CO$$$: 400 CO$$: 650 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! Failing Office Building (Landmark - MN): this is the Landmark version for those who do not use SimFox Day and Nite Modd. Failing Office Building (Landmark - DN): this is the Landmark version for those using SimFox Day and Nite Modd. Failing Office Building (Commercial - MN): this is the Commercial Office version for those who do not use SimFox Day and Nite Modd. Failing Office Building (Commercial - DN): this is the Commercial Office version for those using SimFox Day and Nite Modd. NOTE: if you download both MN or DN .zips, I highly suggest you to delete one .SC4Model file, but never both. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only).
  30. 10 points
    ESP15

    Show Us What You're Working On

    This is my recreation of Manhattan ( New York City ). With the new buildings and towers. Grand Central Station with the new tower. One Vanderbilt. I hope you like it
  31. 10 points
    Jasoncw

    mipro

    I've done some more work on the spandrels, but they're not really getting any better, so I think I have to move on. I knew from the beginning that the spandrel details would probably be too small to show up clearly, but I tried. I'm still going to do the remaining spandrel variations. They're visible in HD.
  32. 10 points
    Jasoncw

    mipro

    lol thank you guys. And I have seriously thought (and not infrequently) that something is going to happen to my computer and I'm going to lose all of my work. Everything gets backed up, so as long as my entire house doesn't burn down it should be fine, but that doesn't mean I haven't thought about it! I let an HD render go, and this does a better job of showing the difference between the spandrels. The upper spandrels are a photo of a spandrel that has been cropped etc to be used as a texture, and the lower spandrels are different spandrels from the same photo source that I've worked on in photoshop to make them more legible. I'm going to try to strike the balance between being legible at normal zoom 5, and not looking cartoonish at HD zoom 6. Hopefully I'll have another spandrels update tonight.
  33. 10 points
    Jasoncw

    mipro

    Some texture progress. This shows bricks, plus color, plus a grime/weathering layer I've been working on. The textures are in progress as always.
  34. 9 points
    Dreadnought

    Show Us What You're Working On

    WORK IN PROGRESS -- THE JADE BIGHT II WILHELMSHAVEN SOUTH: (Click to make bigger -) Yo, guys -- The city I'm currently working on is the third city in my "Tri-City" concept. The theory is that each city will be dedicated to a specific RCI category -- commerce, residential, or industry -- and that each city will contribute its' expertise to make them all function as a whole. Sort of like pieces of a puzzle that will share common elements, but could not thrive without each other. Working along those lines, Wilhelmshaven South is the commercial element of the puzzle -- a heavily commercialized zone with no industry and minimal residential. With that in mind, I sculpted the terrain into a rather loose variant of New York City. And what would New York be without Central park? But I decided my park would divide the island in half, and that I could even carry the idea to the other side of the bay and stretch the park all the way across the city. But, to keep it short and simple, this is my take on Central Park on my version of Manhattan. You will note, fronting the north side of the park, a block of Manhattan-style residentials, with two buildings by Mattb325 -- the Museum of Modern Art, and -- of course -- the Plaza Hotel. On the south side of the park are commercial and civic buildings -- the City Hall, a re-lotted variant of Carson Plaza, one of Mattb325's rail terminals, and the Eglise de L'Assomption library. The park is centered around the Maxis Washington Monument, re-lotted to a 4x3 for easy use with the 2x2 system of the avenues. I created 1x1 fillers for the large paved areas and used modified Paeng park paths for the wooded zones. Paeng's pocket plazas were tweaked with lighting as were the Neptune Fountains. The wooded areas were filled in with Paeng's Forest Tweak tree lots as well as my own custom filler tree lots. DETAIL SHOTS And, of course, THE PLAZA HOTEL
  35. 9 points
    SC4L0ver

    Show Us What You're Working On

    About the texture pack I said some posts ago I was working on, I want to show you all a pic of the textures that made their way into the pack: I thought about releasing a reduced version of it, getting rid of some of them (there are a few pixels difference in size in some overlays and their curves compared to others, however they fit seamlessly one each other). However, it's really a PITA to work on SC4Tool deleting all textures one by one and them re-importing them, as I can't load texture previews and I'd like these to have correlative IIDs. What do you think?
  36. 9 points

    Version 1.0.0

    110 Downloads

    LM Flemish architecture at its best.
  37. 9 points

    Version 1.0.0

    91 Downloads

    LM An old movie theater from Tilburg, where they play a lot of pretentious films.
  38. 9 points
    Simmer2

    Show Us What You're Working On

    @matias93 Hi. The furnace is inside the actual building (figuratively speaking) Waste cannot be burned in open space for environmental reasons, obviously. Some of the tanks are used to separate the dust and whats leftover from the incineration process. The tall ones are the boilers . The low pressure sphere tank is where the fuel used by the furnace is kept. I may model another building to house the actual turbine generator. There is a lot more to the process but its mostly done inside a building. I could make the lot far bigger to accommodate the rest but I wanted to make it as small as possible (in this case what you see is 6X5). Before I release it there are a few other things I would like to implement therefore I may have to make it a tad bigger. Not overly so. Here is a diagram showing a waste to energy process at a glance. Simmer2
  39. 8 points
    Arn71

    Show us your railroads

    Passenger train on sunken railroad through the city.
  40. 8 points

    Version 1.0.0

    108 Downloads

    LM Sexy building.
  41. 8 points

    Version 1.0.0

    80 Downloads

    LM
  42. 8 points
    Krasner

    SimCity 3000 Birthday BAT project

    OMG IT'S NOT IN TOP TEN AND THEN HE MAKES IT WHAT THE HECK ...Please forgive me, I really wanted to make these sketchy towers. And probably, the other 3X3 that is made of the same elements more or less as it would be an easy rip-off. This is of course, work in progress. Still lots of details to add, the original roof junk of course, and some textures improvements. Back part will come as a separate prop.
  43. 8 points
    Haljackey

    Show Us What You're Working On

    ...Just to add to this, It's 7 years later and I am redeveloping this area. Upgrades include: -Adding an extra track set to rail line -Highway widening 4 to 6 lanes -2-6 lane widening of viaduct road -More open spaces + more!
  44. 8 points
    Here's a simple trumpet interchange. I imagine this one has been done before...
  45. 8 points
    Jasoncw

    mipro

    Thanks! Right now it's definitely too far in the subtle direction, but this is just the preview render where I decided it was time to go to bed.
  46. 8 points
    feyss

    Arquennes - Introduction

    Hi everyone! It seems that almost a year has passed since the last update. As usual, I've been losing interest for the game then came back to it and started working on different projects without finishing them. And you all know that I'm quite slow... The play time counter from Steam is for instance quite depressing for me to see It's time for me to introduce Arquennes, the city that will interest us in the next updates. The idea, as you may have seen, was to create some kind of regional middle town located on its hill next to the canal and trying to make it as organic as possible. 22. ARQUENNES - INTRODUCTION 1. Episcopal city means churches... 2. 'La ferme du Bailli', a specific update will be dedicated to that place 3. Feluy, one of the 5 other villages that are part of Arquennes municipality. Same, a specific update for that one 4. Arquennes itself, its cathedral and episcopal palace I hope you liked those pictures. The next ones are coming soon - REPLIES - @JP Schriefer Thank you very much! @The British Sausage Thanks mate! @_Michael Yeah I know, they are never there when you need them Thank you! @ulisse Thank you too! The citizens will welcome you with open arms! @Takingyouthere Indeed, even if I try to keep some growed building. Thank you! @MissVanleider I think it's quite faisible for Arinsia government. Thank you! @Prophet42 It's part of Callagrafx's canals. Nothing more. Thank you. @juliok92012 Thank you! @sejr99999 Thank you! It would be great indeed! @sunda Gracias! @kschmidt Thank you! There are indeed several 'Venice of the North'. @simlacroix You're welcome! @tonyr Thank you too!
  47. 8 points
    Haljackey

    Show Us What You're Working On

    Working on widening and grade-separating a highway
  48. 7 points

    Version 1.0.0

    64 Downloads

    LM A building of the continental variety.
  49. 7 points
    Tarkus

    NAM: Development

    Thanks, Tyberius, velrox, Living In The Past and everyone for the support! A little cosmetic update on it . . . got rid of the through arrows on the overpass, after looking at some rather nifty examples in Arizona. The paths are there just on the very edge, and do seem to fit onto the sidewalk, though I agree it's a bit tighter than I'd like. The most likely solution is a slight overhang . . . since this overpass isn't going to be next to a bunch of zones or other roads, the impact of doing so should be minimal. The RealExpressway (REW) project that eggman121 is presently developing will add ramps to the OWRs. It should be possible to get some frontage road configurations that mix RHW and OWR that way. -Tarkus
  50. 7 points
    SC4L0ver

    Show Us What You're Working On

    @monkeywater Apart from terraforming the hillside, it's about using slope-conforming stairs and Japanese-style retaining walls. Here are the stairs @nRVOUS used btw: @Haljackey Looks way cleaner now @Simmer2 The turbine and boiler housing looks good so far!
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