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14 FavourableAbout Battlecat
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@mightygoose: Sadly, they aren't HD. To be honest, when I was creating them I didn't even consider the possibility. Of course, since they're designed to interface with maxis streets, HD versions might make the rest of the street network look rather poor. However, if there is interest I can look into putting together a HD edition.
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Version 1.0
6,158 Downloads
Inspired by the modd originally created by Qurlix, this mod contains a new set of cul de sac textures for Maxis street ends. In addition to being slightly wider than the old version, these cul de sacs have alpha maps for their sidewalks, so these should be compatible with any sidewalk mod you may have chosen for your game. Unzipping this file into your plugins folder will create a new subfolder called ZZ_Texture_Mods. You can move it around, but it's best if this mod is loaded near the end like most texture override modds. Version 2 Update: I've added the necessary exemplar files to remove the old street end prop. Apparently another mod that removed those items was present during testing. *This file has no dependencies* Big thanks to Qurlix for inspiring this modd. -
Version 1.0
5,961 Downloads
Thanks to the Network Addon Mod, roundabouts are readily available in SimCity 4 now. This mod provides a slight improvement to the textures of those roundabouts as they are designed now. I realized that the sidewalk textures were "baked in" to the mod. In the interest of improving the appearance of the sidewalk mod, I chopped out the default sidewalks and created a simple alpha map to allow for any sidewalk mod to work with them. In my case I'm using the Sandstone style bricks, but this will work with any sidewalk mod of your choice! Just place the file in your My Documents\Plugins Folder and unzip it. It will create a new folder called ZZ_Texture_Mods. If you want to move it, just ensure that it will load after the NAM as it will automatically replace the textures already in that mod. Removing this mod should be painless, as the game will simply revert to the default NAM textures. **This mod will not work without the NAM** A big thanks goes out to the NAM team for creating such a flexible and effective modd! -
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Of Railyards and Steel Mills
Battlecat replied to north country dude's topic in SC4 - Custom Content
The other reason the logs go into the water is because it takes a lot less manpower or equipment power to move it. 10 people would be hard pressed to move a full sized tree by hand, and you need some pretty heavy equipment to move it around. On the other hand, when a log is in the water, one guy with a pole can move a log around pretty easily. Around my area (BC) they use mini tugboats to push them around. Looking forward to your future work! -
Fantastic work as always! The final product looks quite beautiful!
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Wow! In game contours under our noses all this time! That's pretty crazy! I must admit to being quite suprised to see a shot of my home town in your city journal, and I thank you for your kind words! I like the pallette of colors you used with the background mapping in your latest update. It's much more subdued than the most recent version of my map of Terra. Great work, I'm looking forward to seeing some more of your ideas!
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I've missed a couple of updates. Your latest looks fantastic! Great work on that industrial sector!
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Oh wow! Those waterfalls are spectacular! What a wonderful addition to the game!
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Wonderful! Thanks for sharing your beautiful lots! I enjoyed your interlude update as well, that was beautiful series of pictures
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Great detailing work on your rivers and waterfalls there! Looks beautiful! Oh, and Darmok is right, the resembalance between your last update and those pictures he posted is uncanny! Beautiful work!
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- 15 Comments
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