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Everything posted by oppie
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Version 1.0
12,974 Downloads
It's been a while since my last release, but I've been working on a few cool things including a complete rework of my Original Euro Road mod. This one is mostly based on the Dutch road and sidewalk styles, but they fit in in most European aesthetics. Notes: * The bicycle lanes are only for decoration * Includes the darker textures for all roads -
Version 1.0
47,098 Downloads
I've been working on this one for weeks, but it's finally here; the elevated railway based on MaxisGuillaume's 'Maglev as Subway' mod (https://community.simtropolis.com/files/file/29428-maglev-as-subway/). This mod uses the maglev network to create a Chicago/New York style "EL-Train" with tracks and stations that can be placed above roads. Can I still use the maglev? Yes, this mod exists as a completely new network - however, due to how the game is implemented, the EL-train vehicles replace the default maglev ones. So, you can still build the vanilla maglev tracks and stations, but the vehicles that will travel on them are EL-Trains. Can I use this in combination with MaxisGuillaume's Subway? Yes - while this mod is inspired by his, it exists as a completely separate entity, although just like with the maglev, the new EL-Train vehicles will travel on the paths - of course, in case of the subway this might actually be preferable if you want a more realistic subway. For the time being you can't connect the two networks together yet, but I'm planning on making this possible. (Many thanks to MaxisGuillaume for helping me to get this to work)- 76 Comments
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Version 1.0
46,727 Downloads
The Unisphere in Flushing Meadows - Corona Park is probably one of the more underrated landmarks in New York City. Since it's essentially a huge fountain, it looks great in any city park area, and as it was built for the World's Fair, it also fits in quite well with the modern Cities of Tomorrow aesthetic. In-game, this landmark replaces St. Basil's Cathedral (for the sole reason that it was the only building that had an appropriately-sized base lot), complete with new icon, preview image and text. -
Version 1
268 Downloads
Disclaimer This file has been created by oppie over at the now defunct SC4Kurier. There are currently plans to restore the lost content from the Kurier, but this will take some time, so, in the meantime, I, 11241036, am uploading this file on his behalf and in consultation with Tyberius06, in case it is needed as a dependency. Please note: I only have the original Readme in German, but I added an extra English Readme text file. Short description Windmills have been used in Asia for over 1,000 years. Windmills were brought to Europe by the Crusaders in the 12th century via Asia Minor. Until the development of gasoline and electric motors in the 19th century, people had access to a power machine that could be used in a variety of ways, in addition to the existing water mills. Windmills were used for drainage, especially in the coastal areas of the Netherlands. The water was raised over the dams in several stages and the diked areas, the so-called “polders”, were drained. The mostly octagonal wooden tower stands on a solid foundation, the upper part with the windmill blades is rotatable. The wings and the “steert” (a beam at the end of the hood for turning the windmill cap) can be operated from the surrounding gallery. For further information, please refer to the Readme in the download. Dependencies: This plugins requires no external dependencies. Installation: Copy/extract the content into your Plugins folder. Keep the Readme and it's best to store it outside of the Plugins folder. To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. -
What is SimCityPak? Simply put, it's a work-in-progress tool that will hopefully eventually be the iLive Reader equivalent for SimCity 2013. It will eventually allow you to view and edit the game assets contained in .package files. What does the tool allow us to modify? While there are still some file formats that need to be reverse-engineered, property files and text files (javascript, json) can already be modified and saved back into the game. What will we eventually be able to modify? Nobody knows - the only way we'll be able to find out is through experimentation. People have expressed concern that because the game partially runs on Maxis' servers, we won't be able to modify anything at all - although experiments have revealed that the city simulation runs only on local machines and that Maxis has no systems in place that verify wether a file is modded or not. Will I be banned for modding? This is a hot topic that I've seen come up in almost every discussion about modding so far. Despite being asked repeatedly, Maxis hasn't given any straight answer yet. On the other hand, they've said in the past that they appreciate the modding community and (probably the biggest sign that they're tacitly allowing mods) so far, nobody has been banned for modding yet. So, the best answer we can give so far is; use mods at your own risk, even though that risk is very small. How can I contribute? There's still many things to do, so every contribution is more than welcome. If you think you've got what it takes, take a look at the Issue Tracker (http://simcitypak.codeplex.com/workitem/list/basic). Also, experiment! There are already many possibilities for mods - all it takes is dedication and a lot of digging into package files. However - remember to make backups often and to always test in a non-public, disposable region. ---- First of all, this tool was born when I realized that SimCity uses the same DBPF version as Spore, and that there were already a few Spore Modding tools out there that I could base my research on. I was lucky to come across SporeMaster (https://code.google.com/p/sporemaster/), an open-source .NET based tool. While this tool was made specifically for Spore (and there are quite some differences between the .RW4 model files for example) I managed to reuse a lot of the underlying object model to build my own tool from the ground up (I've been in contact with the creator of SporeMaster and have permission to use his work). From there, I've been trial-and-error'ing my way through the files to see what I can open and how. For those of you who want to help building the tool (which is in C#/.NET/WPF with a dash of Xna thrown in), I've uploaded the source code over at https://simcitypak.codeplex.com/ . I'm not sure if anyone can just download the source code using TFS, but if you need access, give me your codeplex account and I'll make it so. I've also uploaded an executable version of the tool. Let me know if it doesn't run or if anything goes wrong when opening a package. There will undoubtedly still be hundreds of bugs but most of them will be caused by unexpected data in the package files. LINK TO THE LATEST VERSION: https://simcitypak.codeplex.com/releases/view/107793]https://simcitypak.codeplex.com/releases/view/107793 BASIC MODDING TUTORIAL: https://simcitypak.codeplex.com/wikipage?title=Modding Tutorial&referringTitle=Documentation Changelog: 0.003 Added Hex view to all file types (even the already identified ones)Added Hex view to subsections of a RW4 file to identify the unknown onesAdded 3D preview for RW4 Mesh sections (warning, meshes aren't read correctly yet, so it still looks like crap)Fixed most bugs when loading properties. Only 'Transform' type properties still have some issuesAdded a context menu to Key Properties so that you can open the file it links to in a new window (right click the value and select "open in new window..."Ability to export textures. From the RW4 Texure view, you can select a file and save it to the .dds format.0.004Added 3D view for RW4 meshes0.005Added first attempt as a viewer for RASTER files (which are surprisingly not building textures... wondering where those are hidden)Added instance regisrty (Add custom names and comments to specific instances by right-clicking on the instance number in the main grid to make identification easier)Modified properties view to be easier on the eyesNOTE: While the properties files are being read a lot better than in previous versions, it still has a few bugs that I hope to be able to iron out soon.0.006Export to package - export one single TGI index to its own seperate package fileProperties files will now be read correctly - all properties will be readAdded relevant information to RASTER and PNG file displays (should be expanded)Started refactoring of back-end object model code0.1.0.0Added textures in 3D viewer for vehicle modelsAdded Loading of Locale files from Settings screen (will load localized strings for PROP files)Added About window0.1.0.1Added search for specific values in property filesAdded first attempt at saving modified data to a property file (warning, still buggy)0.1.0.2Ability to edit Text files (JSON, Javascript etc...)Ability to edit property files (still preliminary)Advanced Search for property filesAbility to export multiple assets at onceAbility to save packages to a new file0.1.0.3Allows opening multiple package files at onceIncludes editors for most propertiesImproved user interfaceViewers for 8-bit mapsImport function for PNG's0.1.0.4Added Lighting Editor (first version)Added possibility to add/remove propertiesIdentified many more properties/instancesNew Viewer for 3d filesMany general UI tweaksMany general bugfixes0.1.0.5Lighting editor expanded to simple Lot Editor that allows editing of lights,props and decals (note; work in progress)Fix for searching property filesAdded Copy Key, and Delete to context in main listAdded fuction to delete indicesMore identified properties/instancesMany general bugfixes and UI tweaks0.1.0.6Export/Import TexturesExport meshes to .obj format (no import yet, though)0.1.0.7Import .OBJ format 3d models. When importing, make sure that the model file contains normals and texture coordinates. Materials are not needed. Tangent and binormal for normal maps are exported.Save button in hex editor0.1.0.8Import BMP color palettes for vehiclesImport RASTER file (uncompressed 8.8.8.8 DDS files)View different channels of RASTER files or preview of all layers combinedFind text in javascriptsTGA viewerGround textures added to lot editorMany additional identified instances and properties
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Version 1.0
8,957 Downloads
In anticipation of Patch 7 which will allow the easy construction of overpasses I thought it'd be nice to upgrade the look of the streetcar bridge (which before looked identical to the railway bridge for some reason) to that of an elevated railway. While you sadly can't place any stations on the bridge sections, at least it looks a lot better and the transition between ground and elevated streetcar bridge tracks is completely seamless. -
Version 1.0
2,705 Downloads
Since I've made some progress regarding the saving of texture/RW4 models, I see no reason not to share my first texture mod. A lot of the changes made in this mod are merely for testing purposes, so they might change in future versions. Includes the following changes: Replaced all American-style yellow median lines with white ones Made all roads the same dark shade of asphalt. Replaced the 'striped' median for the highest density avenue with pavement I've included a screenshot of the same road layout with the original textures for comparison. -
Version 2
8,402 Downloads
This mod replaces the standard municipal bus with something more modern. The model is a VDL "Citea" (unsurprisingly they are used a lot in the Netherlands ). The nifty part of this one is that I've included 7 different textures so that you can choose the color of the buses that will drive around in your city. (note; only one of these can be active at a time) Oppie_Bus_Citea_Blue.package Oppie_Bus_Citea_Green.package Oppie_Bus_Citea_Orange.package Oppie_Bus_Citea_Purple.package Oppie_Bus_Citea_Red.package Oppie_Bus_Citea_White.package Oppie_Bus_Citea_Yellow.package EDIT: Added a separate file with 3 dutch liveries: Oppie_Bus_Citea_Arriva.package Oppie_Bus_Citea_Connexxion.package Oppie_Bus_Citea_Veolia.package -
Version 1.0
52,285 Downloads
Loosely based on the appearance of the Old Patent Office Building in Washington DC, the Museum is a brand-new building with (for the first time) some brand-new behaviors. Basically, it's a landmark-meets-library - apart from attracting tourists that shovel out cash in the gift shop, it also lures in your local populace who might learn something from the experience. Given enough tourists, your sims' education will literally pay for itself. It can be found under the education menu. Special thanks to MaxisGuillaume for the idea and some guidance. -
Version 1.1
23,288 Downloads
Once again this is a very exciting release, since it's the first that includes a scripts component. Thanks to Felgard's discovery that script mods can be used in a separate package after all (note, most values still lead to rollbacks, but this one doesn't since it's only visual), we can now have a much more modern tram. Another new feature showcased in this mod is that it comes in four different colors (similar to how most 'normal' cars in the game have varying colors). NOTE: This download contains a scripts component. All .package files ending with 'Scripts' should be copied into the ...\Origin\SimCity\SimCityUserData\Packages\ folder instead of the SimCityData folder. Furthermore, be advised that this mod might not work with new updates from Maxis. EDIT: I've been running into some odd issues with the script files (nothing potentially harmful to the game though) - they load or don't load depending on the city I'm viewing. I'll be looking into this. -
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Version 2
4,235 Downloads
Every Lot/Modd/BAT maker seems to have one; an in-game HQ. Well, this is mine and even though it's not as huge as some of its counterparts, it sure is a nice change from all those 'straight-up' skyscrapers (if I may say so myself ). Some say it looks like one of the Arco's from SimCity 2000, yet since I've never got to the point where I could build arco's in SC2000 I don't know which one it is or how much it really resembles it.... Anyway, have fun with this building...Currently there's only a landmark version available (on a 4x4 lot), but in the future I think I'll also make a growable version of it. -
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Version 2
8,569 Downloads
This is one of my older buildings, hence the big lack of roof junk. Both ploppable and growable lot included in the zip. Other than that I can only say that I pretty much like the main design of this one; this is one of those buildings on which I've spent more time designing the main shape than adding intricate details. Yet, it turned out nice enough so here it is, and enjoy! -
Version 1.0
13,547 Downloads
The Leaning Tower of Pisa is one of those landmarks absolutely EVERYONE knows. The question is, why? Is the architectural style really that unique? Is it really exceptionally big? Do they give out free hotdogs? Nope; the only reason why the Tower is that famous is because it leans. The tower has nearly collapsed a couple of times, but due to the hard work of scientists, the tower actually stands a bit straighter today. -
Version 1.0
47,588 Downloads
I'm very proud to release the first true custom building model; a Central Train Station loosely based on a design I created for SimCity 4 back in the day. This is a proof-of-concept for the idea that we can eventually create custom models of similar quality to the ones we made for SimCity 4. Frankly this one still has a few rough edges, but consider that it's only the first - as I improve the process of creating buildings further they can only become more detailed and more impressive. With Maxis opening up the discussion for User Generated Content on their official forums (be sure to weigh in on the discussion); this is the kind of mods that I had in mind (besides NAM-like network mods). NOTE: This mod only replaces the building model of the original Train Station; this has a few consequences;The lot size is still the original size; the model will 'hang over' its lot at the sides. To make the train tracks look good, you should make sure that it is situated on a long stretch of unobstructed track. Only one train track is actually used - the second one can be drawn by the player underneath the other platforms (for fun you can also draw a tram track there!) The lot itself is quite empty The capacity is the same as the original train station As more modding options might become available, these shortcomings might be amended. I'm also still working on tools to improve how we edit the lots, decals and other elements. For those who want to create buildings themselves: I know a lot of you will be as excited about this mod as I am, and will be champing at the bit to create their own models for the game. I'm planning on taking the time to help people achieve this, although needless to say some 3D modeling knowledge is required. If you're interested, keep an eye on this thread; https://community.simtropolis.com/forum/94-SimCity-2013-modding-open-discussion/ in which I'll soon start posting details on how I achieved this and how you hopefully can do so too. Updated 4/10/2013; there was a bug where the new model would not show up on the closest zoom level. Downloading the file again will fix this. -
Version 1.0
59,395 Downloads
Finally I'm able to release a new version of my first building mod - an offline version of the Central Train Station. Besides being able to function besides the default station, this one has a few perks; New better looking lot more suited to the station size Buildable on road as opposed to on rail Contains built-in tracks Has a much higher capacity than the default station (at a slightly higher cost) -
Version 1.0
63,741 Downloads
This is another big one; it's created using the tools I'm working on to create buildings in 3d studio max (credits for that go to crimsondesigns) and importing them into SimCityPak and contains many features I didn't yet have the ability to introduce in the train station, such as a custom lot, custom decals and resource strings. Notes: This building replaces an existing one in-game. This building will grow in low density C$$ areas I'll hopefully be releasing the first version of these tools very soon (once I've done a couple more tests and have increased the user friendliness). -
Version 1.0
51,946 Downloads
After some time trying to perfect the 3d studio max building tools (they're coming real soon, promise!) I'm releasing another building; this one is for those who don't like McDonalds (you know who you are ) and will add even more competition to the fast food business in your cities. Once again, this once replaces one of the original buildings. -
Version 1.0
5,311 Downloads
This train is a replacement for the default one, but is different in a few ways - first of all, it is longer and has a higher capacity than the default one, and secondly is pulled by a single engine instead of existing in a 'multiple-unit' configuration. The engine is based on the NS Class 1600 The carriage is based on the ICR carriage -
Project Akar : UI Enhancement Developement Thread
oppie replied to Yayie's topic in SimCity (2013) Showcase
Looks great! Feel free to create menu items for any of my mods you might want to add, although I'll reserve the right to create my own custom menu's in the future.- 223 Replies
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Public Transport Stops (Offline mode standalone version)
oppie posted a file in SimCity (2013) Buildings
Version 1.0
25,308 Downloads
This mod is an offline-only version of my Public Transport Stops which allows them to exist as standalone objects besides the official in-game transportation stops; so unlike all 'online' mods, it needs not to replace an existing item but adds three completely new ones: Tram Stop: A longer platform with two shelters, plenty of seating and lighting. Bus Stop: A glass bus shelter with a small bus stop marker School Bus Stop: A small wooden shelter -
MOD: University Pedestrian Paths in the Roads menu
oppie posted a topic in SimCity (2013) Modding - Open Discussion
Using a WIP version of SimCityPak (which I will be releasing after I some more UI tweaks) I made my first mod; I managed to create a menu item for the university pedestrian path in the roads menu. Note that this one has the same behavior as the university one - power/water will not travel along it and it won't intersect with other roads. To use, unzip the attached file and place it in your \Origin\SimCity\SimCityData folder. NOTE: Use at your own risk. This mod is a change to the game files and we do not yet know the effects this has on the game or how Maxis will deal with them. PedestrianPath.zip- 15 Replies
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