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Everything posted by naftixe
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Before you begin, browse through the CJ's here and see what others have done. See what works and what doesn't. DIG, READ, and BROWSE. This is called research, now you know what CAN be done both right and wrong for your vision. Now your homework is done, read on. Step by step - Research the layout of the roads, transportation, zoning, and topography of your city. Find a USGS topographical map of your city area, either import and edit it using rebel13.com sc4 site instructions, or hand build it. There are tutorials posted to show you how to do this along with other mods and programs. Make sure that the size/scale in accurate to within a reasonable distance, I'd say less than 100 ft / 30 meters or two SC4 tiles. This is done by finding two topographical and measuring them on the source map and your created region. Remember that each tile in SC4 is about 50ish feet / 16ish meters. Then make numerous other comparison measurements with other topographical and man made features. this will get you to within an eye-appeassing ballpark of whether your city will be close for the re-creation. Decide well ahead of time, on how real you want to make it. Will it be a 100% re-creation (very difficult to impossible) or will it be close enough, or a re-envisioned city of your creation. Make sure you make this point CLEAR and stick to it. Get a real printed map of your city with a scale. Now get a ruler. Measure with the ruler and develop your own conversion scale. Use metric if possible. My math used for conversions (Not 100% accurate but close enough for SC4 conversions to within 1 lot): 1 Lot = 15.625 meters = 51.25 Feet = ~0.01 Miles 64 Lots = 1000 meters = 3280.50 Feet = ~0.60 Miles 128 Lots = 2000 meters = 6561.25 Feet = ~1.25 Miles 256 Lots = 4000 meters = 13122.50 Feet = ~2.50 Miles Convert your paper map into your SC4: Example paper map measures 4cm, your scale says 4cm is 200 feet between blocks, then that is 4 tiles between blocks. Round up or down. This will require constant readjustments that you will have to do to keep it to within your own acceptable goals. Your region is ready and so are you. Now find something, several somethings that stick out and define the city. It could be a highway, a natural landmark, where two major roads intersect, an airport, or anything. Now work on re-created that KEY point of your city. Just remember to work on the KEY HIGHLIGHTED / Well-known part first and then work into lesser known areas. Now you got your recoginable / famous part re-created. But oh no, the city goes off the grid, does a wierd 4.653 degree slant that SC4 can't make the roads work. Don't worry! It can be off a couple of tiles. This is when you get creative and make it happen be slightly changing small things to make it fit. Don't worry! Most people won't notice if you had to delete a street or add one or change the zoning slightly. It is your interpretation, and your artwork! Keep referring to the PAPER map to make it happen. HAVE FUN, IT IS JUST A GAME! Enjoy and thanks
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La maggior parte dei mods vengono con un programma del autoinstaller. La vostra migliore possibilità è di seguire la lima di readme. Se la lima di readme lo dice di disporre nel vostro dispositivo di piegatura alimentabile, quindi se usando le finestre, inizi - il > i miei documenti - > città 4 del sim - > Inserisca - il > cada la lima nel dispositivo di piegatura alimentabile, o che cosa dispositivo di piegatura il MOD gli dice nel readme. Benvenuto a Simtropolis! Most mods come with an autoinstaller program. Your best bet is to follow the readme file. If the readme file tells you to place in your plugin folder, then if using windows, Start -> my Documents -> sim city 4 -> Plug in -> drop file in the plugin folder, or whatever folder the mod tells you to in the readme. Welcome to Simtropolis!
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Where did the trees come from? What tree mod are you using? I could use a simulair one. Is is Peg's? From what I am seeing, it looks as if empty space is the object of realism, in order to effectively make these work. I am going to experiment some more on diagonal neighborboods and will post some here later.
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MCO1254: Nice, looks as if you used a space of three tiles. One tile in the middle undeveloped, with a one tile zone on each side. Also, nice transportation layout. You have lots of low density streets that feed into a road. Very realistic feel to the diagonal neighborhood. Sometimes I use this configuration, that you posted. This is a really clean, elegant, and simple design. Thanks for the post!
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The Best Urban Layout for a Big Metropolis
naftixe replied to LironTheChick's topic in SimCity 4 General Discussion
My post was for United States, Canada and other cities founded within the last 100-300 years. This is just the downtown core, but as the cities grow, they go off the grid into tree shaped and other inspired designs. The concept is the same, you need a good vibrant core for any city to spread from. -
Go to the official sim city 4 website, register, go to downloads, and download the San Francisco city Hall.
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The Best Urban Layout for a Big Metropolis
naftixe replied to LironTheChick's topic in SimCity 4 General Discussion
Here is a very basic city plan based on 64X64 tiles. You can start out with this basic design for the foundation of your city. Then as your city grows you can change zones as required. Also, you can delete streets, upgrade them, or whatever. This is a simple AVE by AVE in the center, with one ROAD (3rd St) and the rest are streets. The only connection are the AVE, do not connect the streets and roads to other city until your city is ready. This layout will FORCE traffic to enter your Commercial Zones and make your Commerical Center grow. If needed, you can line the 3rd St ROAD with C-L one tile wide. As the city grows your CBD/downtown should encompass the 3rd St ROAD ring. Freeways, at a later time will encircle the outter areas of the 3rd st ring. Public transportation should connect the center with outter areas. NOTE: I only did the Southeast QUAD, you just replicate what I did into the NE, NW, & SW using the central AVE roundabout/intersection as a pivot point. -
Swat-medic: Thanks for the post. Can you give so more information on the LOT editor? Do I already have it as part of SC4 or do I have to dowload the item? DSRwhat316: Thanks for your post. You have given myself some good ideas. Anybody else want to weigh in on the conversation?
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looking for a simple blue tile to place under water, and on slopes.
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Sorry! Didn't mean to offend! I was just trying to find already made content. Forget about it. just delete the thread. I didn't mean to intrude into your domain. It won't happen again.
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I am looking for 100 to150 meter high residential towers, about the size of 2x2, R$$ or R$$$, glass type towers, D-shaped or oval, or circular. Not contrete faced. Anybody got any suggestions? PM me please, thanks!
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From what undrstand of transportation networks. You can use the dual network pieces to put an EL on the road, actually you are placing puzzle pieces to create the dual trans EL/road. When it comes to actually laying a station on the dual network. That is too complex for SC4. Try checking STEX here and sc4devotion's LEX also, just in case someone cracked that problem issue. One work around that I have done in certain circumstances is the following: Lets say you want to lay a boulevard/avenue with the EL or GLR in the middle. One option is to lay the EL / GLR first, then lay a one way road on each side. This way you can always place a station either horizontal/vertical BUT ALSO on the diagonal. The EL/GLR puzzle piece system will not allow for diagonal EL/GLR station BUT by SPLIT the AVE into two separate one way roads, AND IT WORKS. Diagonal stations for EL & GLR are available for download. Also another issue that I resolved is getting GLR under a diagonal EL Highway without using AVE puzzle pieces/transitions and without using the EL to subway transition. That is to use a GLR to Subway transition, also available for download I have used this method to fix San Francisco's diagonal station problems. AND also used the work around for diagonal bridges for my I-80 bridge. By the way guys, Lower, Upper, and East Wacker Drives are named after my Great Great Grand Father, all of us oldest sons of oldest sons. GOOD LUCK, I am following this.
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These are not the real streets, these lines are baselines for measuring key landmark, topograghical markers for a more realistic SF. Exact re-release date not determined, but it will be soon!
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I am looking for plopable water on a slope, an extreme slope if possible. I need a blue 1x1 tile similair to sea/water color, that I can even plop under water. No special functions of this lot, it will just be eye-candy. I really enjoy the NAM lots that are concrete, and can be placed underwater, but I am looking for a blue/sea/water color with no textures. This tile needs to stays with the slope and work on diagonals, just like the NAM pieces. Any help out there? Please PM me.
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I am looking for plopable water to put on extreme slope. I have the transit enabled concrete lots from NAM. But what I am looking for is a blue colored or sea/water covered version. That way I can plop it under water on an extreme slope just like the NAM crete pieces. Any body have any ideas? Please PM me.
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My 2nd San Francisco Bay Attempt Area being worked right now Just teasers here For the CJ SFBA - version 2 Thanks!
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I am, and probally others, really need diagonal type building. NOT pie wedge shaped. Actual 2x2, 3x3, 4x4, 5x5, and 6x6square buildings. These buildings are built on the base of 1x1, 2x2, and 3x3 with an "overhang" off the base 1, 2, or 3 tiles to get the desired look. Ex (as looking from above): Thanks
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I am, and probally others, really need diagonal type building. NOT pie wedge shaped. Actual 2x2, 3x3, 4x4, 5x5, and 6x6square buildings. These buildings are built on the base of 1x1, 2x2, and 3x3 with an "overhang" off the base 1, 2, or 3 tiles to get the desired look. Ex (as looking from above): Thanks
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I am, and probally others, really need diagonal type building. NOT pie wedge shaped. Actual 2x2, 3x3, 4x4, 5x5, and 6x6square buildings. These buildings are built on the base of 1x1, 2x2, and 3x3 with an "overhang" off the base 1, 2, or 3 tiles to get the desired look. Ex (as looking from above): Thanks
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I am, and probally others, really need diagonal type building. NOT pie wedge shaped. Actual 2x2, 3x3, 4x4, 5x5, and 6x6square buildings. These buildings are built on the base of 1x1, 2x2, and 3x3 with an "overhang" off the base 1, 2, or 3 tiles to get the desired look. Ex (as looking from above): Thanks
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Roads are in now for the NE Quad. Civic is not ready yet. Sorry A Special thanks to all my secret partners on Simtrop (you know who you are)! The new stuff is blowing me away, I can't wait to showcase it! But not just yet.
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Found this thread and bookmarked it! Awesome just awesome!
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Good luck, RL city re-creation in SC4 is difficult. I know from two failed attempts at NYC, two failed attempts at Tampa FL, two failed attempts at San Fran, with a third attempt on SF right now. A suggestion I have is to get a USGS map of the region and use the geographical markers that are unique to your city to help guide you. One thing that I have noticed is it looks as if you are stair stepping the roads. This is a bad idea, and I will tell you why: it will play heck on your RCI zoning and buildings, and it will looks horid on your close up zooms, I know this from many many many many RL SC4 city experiments (my 7 degree orientation problem on SFBA). Go ahead and use the main part in a true north/south orientation (Use High & Broad as your axis). You can always "correct the layout in your lesser known/unseen areas to correct orientation problems by adding/delting blocks and by using 45 degree roads and the curved roads of NAM will correct the problem outside your highly visable and known downtown/main part of your city. These 45 degrees turns and curves can later add a unique flavor/twist/signature of your creation. Just a couple of thoughts, and good luck.
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Highsbury, indeed! Spot -on. Godspeed on this CJ!
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Thanks to all whom are following the rebirth! bixel-You have been a solid supporter of this region, thanks for the lots. Pegasus - If your watching, thanks for the great lots, you will see them in my industrial sea zones! PEG's lots are my industrial/seazone workhorses! If you don't have PEG you don't have a "leg" to stand on. Petrovar - It not how hard you get hit, its whether you get back up that matters! Thanks for the encouragement! Phoenix - thanks for being so darn loyal, I appreciate you and your partnership in this project. tahill & paroxysm & mike - just wait it gets better. Change in plans - Civic and Tenderloin will be the first release! Coming soon.........
