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Showing results for tags 'bridge'.
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Version v0.1.0
139 Downloads
SC4 Terrain Extensions is a DLL plugin for SimCity 4 that adds in-game terrain editing and visualization tools. It lets you flatten terrain, create constant-grade paths, build bridge approaches, preview terrain changes, save and restore terrain snapshots (experimental), and display contour and slope overlays while working in a city. The plugin is aimed at players who do detailed terrain prep for roads, rails, bridges, canals, waterfronts, slopes, sunken networks, and city-detailing scenes. It is especially useful for diagonal work: the flatten tool includes a line-mask mode for diagonal cuts and ramps, while the constant-grade tool can create straight sloped paths between two dragged points. The GitHub release v0.1.0 with SHA256 checksums is available at: https://github.com/caspervg/sc4-terrain-extensions/releases/tag/v0.1.0 Main features In-game terrain menu buttons for Flatten, Constant Grade, and Bridge Approach tools Interactive drag-based terrain editing with live previews Diagonal and fractional flattening using line-mask mode Constant-grade paths for smooth ramps, roads, rails, canals, and terrain cuts Rectangle flattening for more precise terrain leveling Flatten modes for reference average, delta, explicit height, selected-area average, minimum, and maximum Bridge Approach tool for grading one or both ends of a bridge span, with adjustable bridge height, maximum grade, approach side, and approach width Terrain snapshot panel opened with the terrainsnap cheat (experimental). Allows to save, preview, restore, delete, and region-restore terrain snapshots Contour overlay with configurable interval, opacity, thickness, and major-line behavior Slope heatmap overlay with configurable slope mode, opacity, minimum grade, and color thresholds Dependency SC4 Terrain Extensions requires SC4RenderServices v0.6.2 or newer, which can be found at the GitHub link or from the STEX: Usage instructions Open a city and use the new terrain menu buttons. The instructions below might seem daunting at first but once you get used to it it becomes a blast to be able to detail terrain so accurately! Flatten Constant Grade Bridge Approach Flatten tool: Drag a rectangle to flatten an area. Press D to toggle between rectangle mode and diagonal/fractional angle mode. Press Tab or Shift+Tab to cycle height modes. In reference mode, press H to pick or repick the source tile. Use Alt+Scroll to adjust explicit height or delta height. Use Shift+Scroll to adjust line-mask thickness. Release the mouse to apply the preview. Press Esc to cancel. Constant Grade tool: Drag from the start tile to the end tile to create a straight sloped path. Drag sideways to widen the affected path. Use Alt+Scroll to adjust the target grade from downhill to uphill. Use Ctrl+Scroll to toggle side smoothing. Release the mouse to apply the grade. Press Esc to cancel. Bridge Approach tool: Drag along the bridge direction to set the bridge span. Drag sideways to set the approach width. Use Alt+Scroll to adjust bridge height. Use Shift+Scroll to adjust maximum grade. Use Ctrl+Scroll to cycle approach side: both, start, end, or none. Release the mouse to place the approaches. Press Esc to cancel. Cheat commands are also available: earthbender bridgebuilder terrainsnap (experimental) contour slope (experimental) Project page: https://github.com/caspervg/sc4-terrain-extensions System Requirements SimCity 4 version 1.1.641.x Windows 10 or later SC4RenderServices v0.6.2 or newer Microsoft Visual C++ 2015-2022 Redistributable x86 DirectX/hardware rendering mode recommended for overlay previews, contours, and slope heatmaps Installation Close SimCity 4. Install SC4RenderServices first. Run the included SC4 Terrain Extensions installer. Select your SimCity 4 installation folder. Select your SimCity 4 Plugins folder. Let the installer verify the SC4RenderServices dependency. Start SimCity 4 and load a city. Open the Terrain menu and use the new terrain tools. The installer places SC4TerrainExtensions.dll and SC4TerrainExtensions.dat in your Plugins folder. It also installs README.txt and the uninstaller under Documents\SimCity 4\SC4TerrainExtensions. -
"Towns: Comodoro, Queirós and Santo Malé" Three towns between Wer and Luquenz. Connects to Villa Hermosa and Yuti by bridge. Full Map Metropolitan area: 9.352 Town of Comodoro Town of Queirós Town of Santo Malé We hope you visit our towns, See you on the next article, Stranger.
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Hi, I've been trying to get into creating custom bridges for traffic but I wasn't able to obtain a good tutorial on how to do so. What I would like to do is create for each traffic module (one way, road, avenue, highway, rail, monorail etc.) a bridge which has no pillars in between the start and the end part. Meaning, that the middle section is just hovering above the surface. This would allow creating bridge lots as overhanging props (such as the "Lange Wapper Bridge" by @smf_16 and would open up a whole new universe of bridge creations! This is why I'd like to ask someone to do this for me or explain to me (step by step) how to do so. Chers!
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Hello everyone, In the wake of all the DLL stuff going on and the package manager for SimCity 4 called sc4pac, I've gained new interest in modding SimCity 4. One of the things that always bugged me is that it is not possible to draw a road under a bridge. This is hardcoded in the .exe, so it can't be changed with "normal" mods. Perhaps that a DLL mod could fix this somewhere in the future, but since I discovered that savegames can be edited, I've always wondered whether it would be possible to draw a road under a bridge by modifying the savegame. Hence I decided to go on a new SimCity 4 savegame endeavour that I decided to call the Under the Bridge Project where I will try to figure out if roads (and other network types) under bridges are possible. Now, in contrast to marking buildings as historical via savegame editing, or growifying plopped residentials, this one is a bit different because it is not known if it is even possible at all. For historical buildings and growifying, it was clear that it was possible to achieve it via savegame editing as it's just a matter of modifying the savegame to the correct state. With roads under bridges, we don't know if the game can handle this, so the outcome is at least uncertain. In my opinion, there are three possible outcomes for this project: It turns out that having functional roads under bridges is possible, after which I add a new command to my savegame editing tool to make the functionality available to everyone. This is the ideal scenario. It turns out that the game is unable to handle roads under bridges (things like CTD's etc.), but some minor tweaks with DLL modding might make it possible after all. It turns out that the tweaks needed for the game to handle roads under bridges are way too complex so that even a DLL mod is next to impossible without a complete rewrite of the game. Let's hope for the best, being scenario 1 of course. I will use this topic to document my findings as much as possible so that anyone interested in this topic can use it as a reference. I've used the same approach with my experiment of programmatically generating cities, and it has worked really well there. Allright, let's kick off! Instead of drawing roads out of nowhere, I decided to first try to move an existing road under a bridge. For this, I've created a small test city called "Under the bridge": The Network Subfiles of the savegame are all nicely decoded and I have implemented parsers for them, so I'm able to modify them easily. Let's see what happens if I move the road 8 tiles up north. For this, we have to properly update the coordinates in the Network Subfile, but also update the tile numbers in the Network index Subfile: Phew, no CTD here, that's a good start! The road has been nicely moved under the bridge, though there is clearly something wrong with the textures. Let's try to save the game and see if we experience a CTD. Cool, no CTD either after saving, and as a plus the game has redrawn the textures and now they are properly present. This is in line with what I already knew about textures from my experiments: if you save, the game redraws the textures. I guess that the reason why they weren't showing up right after moving is that there's some z-fighting going on between the road textures and the terrain textures. My guess is that this is somewhere stored in an unknown SimGrid, I'll have to investigate this later on. Let's see what the paths look like if we use the drawpaths cheat. That doesn't look too bad actually! Now let's try to connect a new road to the ends: This is where things start to go wrong. The roads don't connect, but they just seem to overlap. I'm not sure what's happening here, but my guess is that there is some other information present somewhere in the savegame that tells the game what tiles are to be considered as a road. This information was probably not moved correctly along with the road, and so the game just assumes there's no road there yet. Interesting. I assume this is stored somewhere in a SimGrid, but unfortunately not all SimGrids have been decoded yet, so it's something I will have to figure out. Anyway, I think we're off to a good start. The game did not crash, neither when opening the city, neither when saving the city, so that's huge already. Up next I will have to figure out how to make the game recognize that there's a road somewhere. It seems like moving the network tiles only moves the textures and the paths, but does not make the game recognize it as an actual road. Perhaps someone from the NAM team has more information on that. As far as the main question of whether it is even possible: the signs are good, but we're definitely not out of the woods yet. There is still the possibility that if we figure out what makes the game recognize a tile as a road, it turns out that it can't have both a road and a bridge on the same tile. But we'll see what the future brings in the next posts!
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I'm on NAM 46. So I'm trying to build a RHW-6S L2 bridge but I only seem to build one side. Everytime I drag it it creates the side I already have. I tried connecting starter pieces to maybe force it to flip to th e right one but that didn't work. I can't think of any other solutions but maybe people here have some ideas.
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Version 1.0.0
468 Downloads
A vertical lift rail bridge, loosely based on a similar bridge in Rotterdam. I have included 2 versions: one closed and one open to allow ships to sail through. The lot is completely eye candy, no traffic will go through. It is located in the park menu. Place the lot on 1x1 raised land in water. Make sure that the raised land has the same height as the shore where the end of the bridge transitions to your railway system. The end of the bridge should then have a height of 7,5 meters, making it easy to align it with a raised slope or L1 ramp. Place two lots opposite each other for the complete bridge. No dependencies. As this is my first ever upload on the STEX, please let me know if you encounter any problems with the lot. -
Are there diagonal suspension bridges? I know of the Diagonal Bridge Enabler mod, but I do not remember if suspension bridges were included in the bridge types, and images I see online do not show any. At the moment I am away from my computer, so I cannot do a quick bridge building test in game. Obviously, bridges in general are complicated to mod, let alone suspension types and then again diagonals, so I am not really expecting any. I have a map I that has several potential orientations, one of which is the most picturesque, but it would require diagonal suspension bridges if a player were to attempt to semi-recreate its real world condition. If there are no diagonal suspension bridges available, then I can rule out that orientation.
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April 6, 2006 Population: 5,123 Throughout the years, growth and prosperity have reined supreme among the communities of Kanin Fjord. The facade of financial opportunity is only skin deep, however. Beneath the surface, a clash of Titans is brewing. Conflicting ideologies and political aspirations began to leak through the veneer, and clouds started to appear in the silver lining, threatening the dissolve the financial glue holding the region together. A Clash of Religious Ideologies By 2006, approximately 40% of the region’s population followed Norse beliefs, while almost 50% followed some form of Christianity. Norse believers are concentrated in the old village, while Christians were commonplace in New Kanin Fjord and Nolborg. For centuries there had always been a truce between the two sides; however, rapid immigration into the region was threatening to change that. Despite the truce, both sides never really trusted one another. Christian’s viewed Norse followers as unclean Pagans and witches, while Norse followers had resentment against Christian’s conversion attempts, feeling that all Christian’s wanted to do was assimilate them and oppress their faith. As a result, a sort of unofficial segregation was forming between the two towns, with members of each holding a disdain for one another. After the construction of Kaninfjorden Church just to the north of New Kanin Fjord in 2005, the church’s leaders encouraged members to try and convert the local Norse population. This just added fuel to a smoldering fire. By early 2006, resentment among both sides was starting to boil over, even to the point of where it was starting to affect local commerce and even posed the unimaginable threat of violence. Tensions reaching a tipping point on February 25, 2006, when the old village’s only church was set ablaze overnight. Fortunately, the fire was put out quickly, and no one was injured. Still, this was the town’s first documented arson. Over the next few days, small protests erupted in New Kanin Fjord over the fire. The protests eventually ended after 3 days without any incident, but the agitation between members of both beliefs still remains high. In response to the fire and subsequent protests, town leaders began enacting laws to discourage another such occurrence. The local police force was increased in size by 50%, ordinances were passed limiting areas that Christians could canvass for conversion, and religious activities (both Norse and Christian) were banned from occurring in public spaces without a permit. While the new laws did little to quench the animosity between either side, at least the laws did send the message that the government would not tolerate any type of religious violence and would take necessary steps to ensure peace. Governmental Consolidation New Kanin Fjord has overtaken Kanin Fjord as the most populous town in the Kanin Fjord micropolitan area. As of April 6, 2006, the municipal limits of Kanin Fjord contain a population of 2,239 and New Kanin Fjord has a population of 2,360. Still, neither town has an official city hall, and local resources are unevenly divided between the two towns. Kanin Fjord has the major shipping ports, while New Kanin Fjord has a productive industrial sector and direct access to the railroad. On April 1, 2006, government and business leaders from both towns along with representatives from the Norwegian government met to discuss the future of the region. While negotiations are still ongoing, the following key issues are being discussed: Consolidation of the two towns into a single governing body with each town being designated as a subdistrict. Sharing of tax revenue. This includes possible income and sales tax increases. Final location for a city hall. Construction of an automotive bridge across Hjortfjorden. Financing an upgrade to Kanin Fjord’s South Port. Creation of a local bus service. Formation of a planning and zoning council that will manage future residential commercial, and industrial expansion to the town. Deliberations are not expected to be complete for several months, and any terms agreed to could still subject to approval by voters. Sea Monster Sightings In recent months, several citizens and fisherman have been reporting sightings of a large and strange creature in Ekorn Fjord, a small inlet branching off of Hjortfjorden. The creature has been described as being grayish green in color, roughly 15 to 20 feet long, with most of the body being beneath the waves, and a single large hump visible several feet above the waterline. In total, 14 sighting have been reported. Local officials are denying the existence of any monster in Ekorn Fjord and are attributing the sightings to misidentification of natural phenomena. Floating logs are being attributed to most of the sightings. Additional explanations also include a small whale or large pinniped that may have swum into the fjord. Of course, no one has a photograph of what they saw, and the sightings are adding intrigue to local Norse legends. Kaninfjorden Church Local Norse Temple Aerial view of New Kanin Fjord New Kanin Fjord viewed from the bay. New Kanin Fjord Coastline New industrial development along the waterfront Industrial Pier Grain storage, loading, and processing facility. Gravel and concrete processing plant. Large complex of mid-rise apartment and condominium buildings, providing higher density housing along the waterfront. Several docks and a boat ramp are constructed to provide citizens with access to the fjord. A unique courtyard allows only for pedestrian and bicycle traffic. Small soccer field, several playgrounds, and the courtyard. Roundabout located at the intersection of Verkstedbakken, Kvaløyvegen, and Fylkesvei 245. Heading West on Fylkesvei 245. Heading East on Fylkesvei 245. Kvaløyvegen Exit Part of the bay bridge. (Yet to be named) Entrance to the bridge over the bay.
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As seen on the picture, I'm trying to connect two pedestrian bridges across the railway on either side of the main rail station. I have made this type of crossing before with the pedmall-bridge over rail piece, and it hasn't been a problem at all - before now. Every time I place this piece, the game crashes, something that usually only happens when NAM-pieces are placed in the wrong order. But I don't really see what else to do. Certainly the bridge-piece shouldn't be placed first, because then the rail can't connect. Can anyone see what I'm doing wrong and how to fix it?
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I have a large tile city of about 400K sims. It has 3 bridges, 2 regular and one avenue. They are all connected to streets on both ends. On two of them I am not getting any traffic at all. How can this be possible?
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Version 1.0.0
324 Downloads
This is a set of three S3D suspension bridges in an ornate wrought-iron Victorian style. They sit on a 1x1 lot with the same base texture as the BSC park trails, which can be easily changed to suit different needs. Simply plop them at the edge of your creeks so that the overhanging prop spans the gap. The first bridge spans 3 tiles, the second 4 tiles, and the third one is a diagonal to cross 3 diagonal tiles as displayed in the picture. The pylons extend down 16 mt so are not meant for deep canyons. These bridges are found in the park menu and have minimal maintenance costs for the joy of all mayors! justforfun -
Hey guys. Is there anyone who knows a way how I can connect these underpassing roads? The FLUP network under avenue piece does not work here, which I guess happens because it's not a regular avenue but a bridge. Is there any other way this can work?
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Recently I've been building a city in which the map cuts through a river and I made the tram avenue as a means of transport, but I don't have a way to cross the river with it or I don't know if there is a way to make a bridge to this resource. Does anyone have any idea how I can make a bridge and connect tram avenue to my streets? Could someone please give me some idea how I can do it? Here's an image to clarify what it is.
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Hey, I have downloaded a water mod from Pegasus (Brigantine). I like the mod but when I look to the pillars of the bridges they look a bit weird. Is there a mod or something which can fix this? Greetings, Sander
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CASAMASSIMA The city is crossed by a beautiful highway with a junction you can go to the city of Casamassima The city is crossed by the railway that divides the city with farms The city obviously has a railway station the city is very picturesque with its vibrant buildings But the city is located at the foot of a mountain range and there is a road that climbs the mountain with elbow roads and a tunnel After a tunnel you find a nice show a system of two dams if you follow the road we get up in altitude with curved roads and tunnels and then to get to the dam that is at the top of this system with a vantage point both at the bottom and top of the dam Of course the road leads to Casamassima Antica a small town on the mountain Here is Lake Casamassima born from the construction of the two dams If you follow the power line you reach an electrical substation that carries a part of the electricity that powers the capital of Siculia: San Foca Near the electrical substation a small industrial area was born next to the farms of course there is a highway junction that connects the farms and the small industrial area with the highway and the city Obviously a nice highway and railway bridge was built to cross the river While from Casamassima Antica starts a road that goes to a nearby mountain village Obviously when night falls the city transforms. Especially Casamassima Antica with its small lights illuminate a side of the mountain Even the lights of the dam illuminate the night and the mountain the only light that crosses the river are the lights of the highway bridge and the railway bridge The deep night is very nice when there are lights that illuminate the buildings differently To conclude the train station overnight COMMENT REPLIES: GRASSANO @911Diva Thanks @Kloudkicker Thank you for the compliment @mitsos Thank you for the compliment @tomz16 Thanks @Hammurabi Thank you for the compliment @monkeywater Thanks. I use the MBEAR set to recreate Mediterranean cities
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So I'm trying to build a bridge using the elevated RHW 4. I've tried using the RHW tool to drag the highway across the water, but I can't get the bridge and the highway to meet level. I've tied choosing the RHW4 ground bridges and the RHW elevated bridge to no success. If I can get the highway and bridge level it doesn't let me run the other lane's bridge on the squares next to the first bridge. I also tried using the Maxis highway to drag the bridge across, but the bridge doesn't convert to RHW 4. Any help please and thanks!
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Version 1.0.0
2,781 Downloads
Pedestrian Overpass (Network Widening Mods), by Mattb325. --------------------------------------- A set of two pedestrian overpass bridges found in the parks menu. These bridges will help traverse the three-tile-wide NWM and RHW6 & 7 pieces, for which no such footbridge exists. The bridges are in a lot family and you will get a different one each time you plop (thus reducing clutter in the already crowded parks menu). The lot has a transparent base and can be placed on ground or water, making them quite unique. To place, make a three-tile wide viaduct using the 15m hole digger lot that comes with the NAM, and then place the 1x1 lot on the slope: the bridge is a overhanging and will span the gap between the two sides. It means that the single lot can be used for road/avenue/NWM pieces/Highway/rail, etc. Even ploppable canal water will work. You can then use any of your favourite wall pieces (or MMPs) to decorate the slope along the viaduct. Similarly, if placing this across ingame water, just use the hole digger pieces until you hit water and place the 1x1 on the slope: as long as the water is three tiles wide, the bridge will fill the gap between both banks of the river. The bridge will work with other depths (such as 7.5m), but visually looks best with 15m heights. --------------------------------------- STATS PARK: Lot size : 1x1 Bulldoze Cost: $ 10 Plop Cost: $ 40 Demand Satisfied: R$ 250, R$$ 250, R$$$ 250 Landmark Effect: +20 over 10 tiles Park Effect: +15 over 15 tiles Pollution: -2 (Air)/ 1 (Water)/ 0 (Garbage ) Pollution Radius: 2/1/0 Power Consumed: 0 Mwh Water Consumed: 5 Gal/Month Monthly Cost: $ 5 Occupant Group: Civic; Park --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. -
Version 1.0.0
2,450 Downloads
Pedestrian Overpass (Highway), by Mattb325. --------------------------------------- A set of two pedestrian overpass bridges found in the parks menu. These bridges will help traverse the NWM and RHW6 pieces, for which no such footbridge exists. The bridges are in a lot family and you will get a different one each time you plop (thus reducing clutter in the already crowded parks menu). The lot has a transparent base and can be placed on ground or water, making them quite unique. To place, make a four-tile wide viaduct using the 15m hole digger lot that comes with the NAM, and then place the 1x1 lot on the slope: the bridge is a overhanging and will span the gap between the two sides. It means that the single lot can be used for road/avenue/NWM pieces/Highway/rail, etc. Even ploppable canal water will work. You can then use any of your favourite wall pieces (or MMPs) to decorate the slope along the viaduct. Similarly, if placing this across ingame water, just use the hole digger pieces until you hit water and place the 1x1 on the slope: as long as the water is four tiles wide, the bridge will fill the gap between both banks of the river. The bridge will work with other depths (such as 7.5m), but visually looks best with 15m heights. --------------------------------------- STATS PARK: Lot size : 1x1 Bulldoze Cost: $ 10 Plop Cost: $ 40 Demand Satisfied: R$ 250, R$$ 250, R$$$ 250 Landmark Effect: +20 over 10 tiles Park Effect: +15 over 15 tiles Pollution: -2 (Air)/ 1 (Water)/ 0 (Garbage ) Pollution Radius: 2/1/0 Power Consumed: 0 Mwh Water Consumed: 5 Gal/Month Monthly Cost: $ 5 Occupant Group: Civic; Park --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. -
Version 1.0.0
2,231 Downloads
Pedestrian Overpass (Road), by Mattb325. --------------------------------------- A set of four pedestrian overpass bridges found in the parks menu. These bridges are in a lot family and you will get a different one each time you plop (thus reducing clutter in the already crowded parks menu). The lot has a transparent base and can be placed on ground or water, making them quite unique. To place, make a one-tile wide viaduct using the 15m hole digger lot that comes with the NAM, and then place the 1x1 lot on the slope: the bridge is a overhanging and will span the gap between the two sides. It means that the single lot can be used for road/avenue/NWM pieces/Highway/rail, etc. Even ploppable canal water will work. You can then use any of your favourite wall pieces (or MMPs) to decorate the slope along the viaduct. Similarly, if placing this across ingame water, just use the hole digger pieces until you hit water and place the 1x1 on the slope: as long as the water is one tile wide, the bridge will fill the gap between both banks of the river. The bridge will work with other depths (such as 7.5m), but visually looks best with 15m heights. --------------------------------------- STATS PARK: Lot size : 1x1 Bulldoze Cost: $ 10 Plop Cost: $ 40 Demand Satisfied: R$ 250, R$$ 250, R$$$ 250 Landmark Effect: +20 over 10 tiles Park Effect: +15 over 15 tiles Pollution: -2 (Air)/ 1 (Water)/ 0 (Garbage ) Pollution Radius: 2/1/0 Power Consumed: 0 Mwh Water Consumed: 5 Gal/Month Monthly Cost: $ 5 Occupant Group: Civic; Park --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.- 9 Reviews
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Version 1.0.0
2,731 Downloads
Pedestrian Overpass (Avenue), by Mattb325. --------------------------------------- A set of three pedestrian overpass bridges found in the parks menu. These bridges are in a lot family and you will get a different one each time you plop (thus reducing clutter in the already crowded parks menu). Two of these bridges are inspired by JBSimio's unreleased work: ten years ago he made a number of eye candy pedestrian footbridges to tie in with the BSC parks series. While his work was the inspiration, these pedestrian bridges do not force you to use any type of park. The lot has a transparent base and can be placed on ground or on water, making them quite unique. To place, make a 2-tile wide viaduct using the 15m hole digger lot that comes with the NAM, and then place the 1x1 lot on the slope: the bridge piece is overhanging and will span the gap between the two sides. It means that the single lot can be used for road/avenue/NWM pieces/Highway/rail, etc. Even ploppable canal water will work. You can then use any of your favourite wall pieces (or MMPs) to decorate the slope along the viaduct (as I have done in the images). Similarly, if placing this across ingame water, just use the hole digger pieces until you hit water and place the 1x1 on the slope: as long as the water is two tiles wide, the bridge will fill the gap between both banks of the river. You can make real-water canals very easily using this method and these bridges have tight lods so that they can sit correctly in the water. The bridges will work with any other depths (such as 7.5m), but visually they look best with 15m heights. --------------------------------------- STATS PARK: Lot size : 1x1 Bulldoze Cost: $ 10 Plop Cost: $ 40 Demand Satisfied: R$ 250, R$$ 250, R$$$ 250 Landmark Effect: +20 over 10 tiles Park Effect: +15 over 15 tiles Pollution: -2 (Air)/ 1 (Water)/ 0 (Garbage ) Pollution Radius: 2/1/0 Power Consumed: 0 Mwh Water Consumed: 5 Gal/Month Monthly Cost: $ 5 Occupant Group: Civic; Park --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.- 4 Comments
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RUTIGLIANO Rutigliano is an agricultural town with a small industrial area Among the farms you can find solar panels The city of Rutigliano is located near San Foca and is crossed by a system of highways, power lines and railways In the town of Rutigliano there is a nice highway interchange Other farms A road bridge with other farms and woods The city is cut off with the farm by a highway. There are some interchanges including this diamond interchange The city consists of historic buildings and villas In the old town there is a large square with the church in the center A modern neighborhood with villas and some historic buildings Another diamond interchange As the sun is setting here's a look from the industrial zone during sunset During the night the city is illuminated by bright lights During midnight the town square is illuminated with historic buildings While people are sleeping the lights remain active illuminating the buildings Even the industrial area to its own style at night COMMENT REPLIES: LATIANO @Kloudkicker:Thank you for the compliment @JulioC:Thank you @Ke|is:Thank you for your comment
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Hi there. I'm trying to build a road bridge over sunken rail but I'm not sure how to do it. I don't know if there's a mod that I can download that will make it easier for me or if there's a video tutorial out there. If anyone can point me in the right direction, I would appreciate it. Thanks!
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Version 1.0.0
480 Downloads
SIM-ple Jack's Special Reserve- Lake Pontchartrain 0 Large Tiles 8 Medium Tiles, 13 Small Tiles Editable grayscale included. Made from scratch, pre-transitted(for select maps) cities or regions requested by our special members or for special events. To Use: Unpack, place in Regions folder, play. Raised lines reference streets, roads and highways. Refer to enclosed maps if you're unsure which is which. Simply level and place roads as you go or zone agriculture around them. No extra terrain-ing required, unless you want it. Use any non-elevation altering terrain texture or water mod. Stand alone or import into larger regions. Preview Pic Texture: CPT Painted Desert Terrain Mod https://community.simtropolis.com/files/file/16036-cpt-painted-desert-terrain-mod/ About: Lake Pontchartrain French: Lac Pontchartrain(About this soundlisten) is a brackish estuary located in southeastern Louisiana in the United States. It covers an area of 630 square miles (1,600 km2) with an average depth of 12 to 14 feet (3.7 to 4.3 m). Some shipping channels are kept deeper through dredging. It is roughly oval in shape, about 40 miles (64 km) from west to east and 24 miles (39 km) from south to north. In descending order of area, the lake is located in parts of six Louisiana parishes: St. Tammany, Orleans, Jefferson, St. John the Baptist, St. Charles, and Tangipahoa. The water boundaries were defined in 1979. The lake is crossed by the Lake Pontchartrain Causeway, the longest continuous bridge over water in the world. -
Hello all you Streetworker, i do have a Problem and im out off any Idears. How do i Underpass this Street? Dont tell me... there isnt a Way. There is a Way, but we need to find it ;-) Greetings, Oliver

