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Showing results for tags 'building'.
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Version 1.0.0
162 Downloads
This DLC contains buildings without lots (It is a dependency for future lots). Special thanks to @Bobelboy @brancra @IDS2 @Nikolaux and @Tyberious06 for the support Specs: You can find them as AGC_Buildings_ I will update this DLC constantly so you must be on the lookout. Scale of the models: 133% on z axis (Vertical scaling). Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). ------------------------------------------------------------------------------------------------------- Thanks to everyone who donates! I'll start exporting exclusive BATs to my donors, just send me a DM. https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU -
"Klei de los Mares: Beaches" Isla Klei is a paradisiatic place in Metzú Republic. With the highest rate of foreign tourist, his main economical activity is tourism, with great and long beaches around the island. Klei has the best preserved historic center, influenced by spanish colonists. Was founded in 1870 and his population has never changed. You can only arrive by ferry. Full Map Population: 1.306 Metropolitan Area: N/A Main Activities: Tourism Transport: Terminal Fluvial de Klei. Connections every day from Tiyi, Villa Varisio and Wainor. We hope you visit our cities, See you on the next article, Stranger. Sponsors:
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Electronic Arts JAPAN / エレクトロニック アーツ 株式会社
pikachu_SQ posted a file in Found Custom Contents's Japanese Sites
Version 1.0.0
127 Downloads
Made by MayorOverpop. A Controversial Work That Sharply Approaches the Current State of the Japanese Game Market [Fictional Story - October X, 200X] Electronic Arts Co., Ltd. (a 100% subsidiary of U.S. Electronic Arts Inc.) built its own office building due to strong sales of SimCity 5. However, since the budget is still insufficient for the building to be completed, the sales of SimCity 5 were further strengthened. Also, with SimCity 4, a Japanese version of the customization tools could not be provided, which led to protests from many fans and had a considerable impact on sales. Therefore, for SimCity 5, staff were invited from Maxis, and a dedicated room was set up in the new company building to handle the Japanese localization of each tool. This means that the lonely state of Japanese sites during the SimCity 4 era is expected to disappear. However, regarding the Japanese localization of the tools, some experts have expressed doubts about whether it will be fully completed... (This story is purely a creation within SimCity 4 and has no relation to the real world.) [Specifications] Category: Landmark 4×4, Placeable, Additional Base: (for some reason) Tower of London Placement Cost: 10,000 Maintenance Cost: 150 Effects: Approval 0, Pollution 0, Electricity 10, Water 10 ゲーム市場としての日本の現状に鋭く迫る問題作 [物語] 200X年X月X日 エレクトロニック・アーツ株式会社(米Electronic Arts Inc. の100%出資会社)は、SimCity5の販売が好調なため自社ビルを建設しました。しかし、ビルが完成するには予算がまだ不足しているため、SimCity5の販売をさらに強化することになりました。また、SimCity4ではカスタマイズツールの日本語版を用意できなかったため、多くのファンから抗議を受け、売上げに少なからぬ影響を与えてしまいました。そこで、SimCity5ではマクシスよりスタッフを招 くとともに新社屋内に専用の部屋を設け、各ツールの日本語化に対応することになりました。これにより、SimCity4時代のような日本サイトの寂しい状況はなくなるそうです。ただ、ツールの日本語化について、一部識者の間では完成を疑問視する向きもあります ・・・ (この物語は、あくまでSimCity4内の創作であって、現実世界とは関係ありませんぞ。) [諸元] 区分:ランドマーク 4×4、設置型、追加 ベース:(なぜか)ロンドン塔 設置費:10,000 維持費:150 変更:支持率0 公害0 電気10 水道10 [ Background Story Sorry ] If I could fluently translate my EAJ story into English, this LOT would have no reason for existence. [ Specifications ] Lot name: Electronic Arts JAPAN Lot type: Landmark 4x4, ploppable, additional, Based on the London Tower Building cost:10000, Monthly cost:150 Changed: mayor rating to 0, air and water pollution to 0, water and power consumed to 10, Others keep defaults -
Version 1.0.0
613 Downloads
Many thanks to @Tyberius06 for helping me with modding, lotting, previews and description. -------------------------------------------------------------- The AGC 25 Bank Street, Canary Wharf London (20-25 Bank Street – JP Morgan-Heron Quays Station-Morgan Stanley Complex) offers one model with two LOTs which complements each other. LOT#1 is the 20-25 Bank Street - Offices - The Convention Center This lot acts as a government building, convention center. The LOT uses an overhanging model which has 3 parts; the JP Morgan Tower sits on this particular lot, while the other half of the model (the brown, smaller building part) is overhanging. Between the two building parts there is the Heron Quays station (in RL operated by the London DLR). You can fill the ground beneath the overhanging part with plaza lots or it is more recommended to use the dedicated AGC 25 Bank Street Heron Quays Station lot. Lot Size: 5x6 Plop Cost: §60000 Monthly Cost: §1870 Bulldoze Cost: §1970 Demand Created: Jobs$: 295, Jobs$$: 1918, Jobs$$$: 147 Demand Satisfied: Co$$ CAP 120000, Co$$$ CAP 120000 Power Consumption: 221 MWh/month Water Consumption: 237 gallons/month Landmark Effect: 200 over 52 Park Effect: -150 over 40 Pollution: Air 36 over 3 tiles, Water 18 over 2 tiles, Garbage 299 over 0 tiles LOT#2 is the 20-25 Bank Street - Heron Quays Station This is a functional placeholder station lot to be going pair with the AGC 20-25 Bank Street (The Convention Center) lot. This lot acts as a proximity station serving all kind of transportation networks and travel types supported by the NAM (for example: L0-L2 RRW, L0-L2 HRW, GLR, El-Rail, MonoRail/BTM/HSR, BRT and dual networks like Tram-in/on-Road/Street and ElRail-over-Road/Street). It also has bus stop and subway station function. It doesn't have any visual building(s) - it is supposed to go beneath the overhanging part of the aformentioned lot -, only contain street furnitures and other street props. Lot Size: 4x7 Plop Cost: §25000 Monthly Cost: §1395 Bulldoze Cost: §2330 Demand Created: Jobs$: 208, Jobs$$: 90, Jobs$$$: 18 Power Consumption: 32 MWh/month Water Consumption: 125 gallons/month Pollution: Air 93 over 1 tiles, Water 47 over 2 tiles, Garbage 186 over 0 tiles Passenger Capacity: 125000 Dependencies: - SC4D LEX Legacy - BSC Common Dependencies Pack V9c - BSC-VIP Girafe Urbanpack (CarPack vol04) vol01 v3 - VIP Vnaoned Props Pack vol01 v3 - AGC Casual Sims DLC v1 - AGC Automobile DLC v7 - AGC Streets DLC v4 - Network Addon Mod If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the people who have donated to me.- 1 Comment
- 7 Reviews
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Version 1.0.0
1,301 Downloads
Thanks to @Bobelboy , @Tyberius06 & users who have donated to me Specs: - 5x5 Landmark and Poppable CO$$$. - CAM Stage: 11 - Tileset: Euro - Houston - CAM & Maxis Growable version included (Choose the version that suits you best and unzip the files) - I included a version without the logo (You can use both versions at the same time). Darknite Only. Dependencies: - Darknite - BSC Essentials (For CAM version) - CAM (If you installed that version) Scale of the models: 133% (z axis). If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me. -
Version 1.0.0
1,014 Downloads
Thanks to @Bobelboy , @Tyberius06 & users who have donated to me 40 Bank Street, London. Specs: - 7x3 Landmark and Poppable CO$$$. - CAM Stage: 10 - Tileset: Euro - Houston - CAM & Maxis Growable version included (Choose the version that suits you best and unzip the files) Darknite Only. Dependencies: - Darknite - BSC Essentials (For CAM version) - CAM (If you installed that version) Scale of the models: 133% (z axis). If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.- 1 Comment
- 4 Reviews
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Version 1.0.0
868 Downloads
Thanks to @Bobelboy , @Tyberius06 & users who have donated to me 15 Canada Square, London. Specs: - 6x5 Landmark and Poppable CO$$$. - CAM Stage: 9 - Tileset: Euro - Houston - CAM & Maxis Growable version included (Choose the version that suits you best and unzip the files) Darknite Only. Dependencies: - Darknite - BSC Essentials (For CAM version) - CAM (If you installed that version) Scale of the models: 133% (z axis). If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me. -
Version 1.0.0
892 Downloads
Thanks to @Bobelboy for the support. Modding by the great @Tyberius06 5 Canada Square, London. Specs: - 4x5 Landmark and Poppable CO$$$. - CAM Stage: 9 - Tileset: Euro - Houston - CAM & Maxis Growable version included (Choose the version that suits you best and unzip the files) Darknite Only. Dependencies: - Darknite - BSC Essentials (For CAM version) - CAM (If you installed that version) Scale of the models: 133% (z axis). If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.- 6 Reviews
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Building causes crash (Please help - I have a problem)
Quelquechosedautre posted a topic in SimCity 3000
Every time I try to substitute my BAT building "Blandford Street" into a game, it now produces garbage on those squres then crashes the game when I move the cursor. I have tried reloading, ever deleting a single square and putting it back, but it still just keeps doing the same. When a different building is substituted in, like the Antriquarian bookshop, the problem disappears. This building took nearly a week of my time. Does anyone have any ideas how to save it? Or can someone reedit it to be safe? I thank you in advance of your learned help. Robert -
Version 1.0.0
1,346 Downloads
Thanks to @Bobelboy for the support. Modding by the great @Tyberius06 Citigroup Centre, London. Specs: - 5x9 Landmark and Poppable CO$$$. - CAM & Maxis Growable version included (Choose the version that suits you best and unzip the files) Darknite Only. Dependencies: - Darknite - BSC Essentials - CAM (If you installed that version) Scale of the models: 133% (z axis). If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.- 2 Comments
- 7 Reviews
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Version 1.0.0
892 Downloads
Thanks to @Bobelboy for the support. Modding by the great @Tyberius06 One Canada Square, London. Specs: - 6x5 Landmark and Poppable CO$$$ version. - CAM & Maxis Growable version included (Choose the version that suits you best and unzip the files) Darknite Only. Dependencies: - Darknite - BSC Essentials - CAM (If you installed that version) Scale of the models: 133% z axis. If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.- 7 Comments
- 6 Reviews
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- 1 Review
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- 7 Comments
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This one, Quigley Insurance and the Gold Tower... but this one in particular. It's a cool fictional skyscraper bet.... I liked it so much and it brought back so many memories, I even dedicated a drawing to it. Clearly Kong is a reference to the ape... So I decided to rename it The Packard Building. Packard in honor of automobiles, imagining that this brand in a parallel universe would be able to compete with Chrysler... partly because of that and partly because as an audience of the Hey Arnold series, I wanted to design new buildings and locations for Hillwood City, the fictional city of the character. Grandpa Phil's car gave me the Packard idea... and the fact that the Kong Tower may also be a nod to the Chrysler Building led me to this conclusion. I did the same with Quigley Insurance and the Gold Tower as shown in the third image. Quigley Insurance I renamed it the Lockheed Tower. What would have happened if Howard Hughes had done very well? Well, it would probably have its own rockefeller center-style complex of buildings. (or at least that's how I imagined it). And the Gold Tower I called Florence Plaza. A glamorous commercial tower with allegories of Venetian nobility. All to make a homage the design of this SC3000 cool skyscrapers. End of the press release, have a nice weekend.
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Very good, Since my knowledge of lot modeling and stuff is nil, but I like what the community does regardless of whether I download it or not, to contribute my bit, I can give ideas, since I know many interesting buildings, more in Buenos Aires, where I reside. Either to take inspiration or to make a reliable model of these buildings. As a first example of this proposal, the Palacio Barolo (Barolo Palace), also called Barolo Passage. It is a characteristic building of Capital Federal, and its peculiarity is that it has a revolving beacon in its highest part. The general division of the Palace and the Divine Comedy is in three parts: hell, purgatory and heaven. The nine access vaults represent the nine steps of initiation and the nine infernal hierarchies; the lighthouse represented the nine angelic choirs. Above the lighthouse is the constellation of the Southern Cross which is seen aligned with the axis of Barolo on the first days of June at 19:45 hours. The height of the building is 100 meters and 100 are the cantos of Dante's work; it has 22 floors as many as the verses of the Divine Comedy. The architecture is quite elaborate, especially because of its inspiration, but it is also very interesting and a very pleasant building to see. Day and night. It should be noted that the beacom on its tip is lit only on specific days and important celebrations. I wish they would turn it on every night lol. And closing this intervention, images of the site. I hope this will attract the attention of someone for their projects, and above all, it will be useful to them! Best regards!
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Hello I Use Gmax to add light and export file Before to export i click on Refit Lod But have problem in the building
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From the album Building blowing up
At least better than the last one! -
I'm looking for someone to help me make a few blocks with a series of buildings I created Each building set contains two types of color schemes with different heights: 3-5-8 floors. Every building I create is saved as both a building and a prop I attach an example to you
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Making Custom Lots actually Grow with the right Demand
Kel9509 posted a topic in SC4 BAT & Lot Workshop
I'm playing a non-CAM game and have a lot of downloads in my plugins, carefully selected to create a NYC-style city. Mostly skyscrapers and W2W buildings. I'm trying to ensure that a decent number of them actually grow. I've applied a Maxis-blocker to almost all Maxis vanilla buildings. In addition, I've edited those buildings I've downloaded to grow on the NY tileset and only use that tileset. However, I'm wondering if many buildings will not grow because the demand will never reach what a building will offer. In particular, many buildings might grow with 6,000 or 7,000 or even 8,000 jobs. For instance, the Metropolitan Exchange Plaza by Jasoncw will grow on a 4x4 lot with 8596 CO$$$ jobs at Stage 8. Will that actually happen in a non-CAM game? Will the demand ever get that high? I recall seeing threads here that the Demand graph bars can be stretched visually, but the demand actually doesn't change (unless you cheat with a SuperDemand mod, or change it with CAM). Isn't regular demand only limited to 6,000? If you run the Metropolitan Exchange Plaza through PIM-X and recompute the properties as a CO$$$ high wealth building, using the native filling degree of 0.8 that Jasoncw used, PIM-X suggests that the lot should be a Stage 13 CAM lot. As I said, Jasoncw made it a Stage 8 lot though. So will it grow? Or should I recompute with a lower filling degree in order to make it a native Stage 8 lot in PIM-X? As an aside, I have seen lots grow with more than 6,000 jobs in my game, but they were on larger lots and the lot size in PIM-X expected that many jobs at a stage 8 lot. So basically, I'm guessing that unless PIM-X has calculated the amount of jobs for the right fit at a Stage 8 lot, a lot with too many jobs will not grow because there will never be enough demand for it. Am I wrong?- 8 Replies
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Hi all, I've been trying to remember the name and place of a building, the one on the right of this picture. I remember liking this building a lot in my cities in SimCity4, but it's all blurry whether it's a landmark or a building from the STEX. I tried looking for it online, on maps, asking ChatGPT but nothing! If someone has the answer thank you a lot!!
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Adding Buildings and Professions into Banished
catty-cb posted a topic in City-Builders Website's Banished Toolkit
This example mod adds a new building, a new edible item, and a new profession. In this case the building is an apiary, the building produces honey, and the profession is a bee keeper. If you want to build and test the mod... bin\x64\Tools-x64.exe /build apiaryResources.rsc /pathres ../example/building /pathdat ../example/building/bin You should now be able to run the game and see that the apiary is available from the food menu. Note that before the mod is packaged, you have to explicitly tell the game to load the resources using the /ref parameter. In the translation example, resources were simply overridden so no reference was required - the game references them already. Without the reference the new resources won't be loaded. bin\x64\Application-x64-profile.exe /ref apiaryResources.rsc /pathres ../example/building /pathdat ../example/building/bin Start a new game, and click on the Food Production icon - you should see the new building listed with an icon of honeycomb. You can place the building, have it built, and assign workers to it. In the professions dialog, the new profession of Bee keeper should be listed as well. As with the translation example, you can build the mod as a package like so: bin\x64\Tools-x64.exe /mod Package.rsc:apiary /pathres ../example/building /pathdat ../example/building/bin To test the mod by itself, you can run the game forcing it to only use packages. bin\x64\Application-x64-profile.exe /onlypkg The game should have the new mod listed in the Mods dialog and you can enable it. Adding a new building requires many resources that are tied together - meshes, textures, materials, entity descriptions, text, sprites, and terrain decals. Below are the general steps to making a new building. General steps to making a new building and profession. Model the building and all intermediate construction models. See /example/building/Models/apiary.fbx Make sure the objects are properly centered around their pivot. For example, a building that is 4x5m and it's corner is at (0, 0, 0) should have the pivot at (2, 2.5, 0) Assign materials to the building. The name of the material defines the material name on disk. Materials need to be in a MaterialInstance folder, in the same directory as the model. If not found there, the tool will check parent directories up until the resource root for a properly named material. Add dummy helper objects to define locations for use. Helpers named build_XXX are where workers will stand when constructing the building Helpers named use_XXX are where workers will stand when working at the building. Helpers named create_XXX are resources will be created at the building. Helpers for particle system attachments can be named arbitrarily, for example, the smoke from the building. Unwrap the model for texturing. The first UV channel for a building is used by the material with the primary texture (unless you make new shaders with different behavior). The second UV channel is used for an ambient occlusion texture. Each construction model needs its own AO texture. If the building has sections above the terrain, make a very low res 'floor' object that citizens will walk on. (The apiary doesn't need or use one.) See /resource/Models/Buildings/FishermansDock/FishermansDockFloor.rsc See /resource/Template/FishermansDock.rsc Export the model in FBX format. Build a material resource for the game to use. See /example/building/Models/MaterialInstance/Apiary.rsc Build a texture resource for the game to use. See /example/building/Models/MaterialInstance/ApiaryTexture.rsc Build AO texture resources. See /example/building/Models/MaterialInstance/ApiaryAO.rsc Make a model resource for the building and each step of construction. This is the visual display of the model. These files also contain an 'edge mesh' that allows the game to display the highlight around the visual mesh when selected. See /example/building/Models/ApiaryMesh.rsc, ApiaryBuild01Mesh.rsc, ApiaryBuild02Mesh.rsc Make a picking resource for the building and each step of construction. This is used for picking buildings with the mouse. See /example/building/Models/ApiaryPicking.rsc, ApiaryPicking01Mesh.rsc, ApiaryPicking02Mesh.rsc Make a point resource for the building that defines where workers will stand when creating, using, and building the building. This point file references the dummy helper points setup when modelling. See /example/building/Models/ApiaryPoints.rsc Make a floor resource if the building has parts that citizens walk on that are above the terrain. Make a decal that will be placed on the terrain. If you're making multiple buildings you can put all the decals on the same texture. Putting more than one decal on a texture is better for rendering performance. See /example/building/Models/MaterialInstance/ApiaryFootprint* Make any sprites that are associated with the building. If you're making multiple buildings you can put all the sprites on the same sheet. Putting as many sprites in one sprite sheet is better for rendering performance. See /example/building/UI/ApiarySpriteSheet* Make any strings that are associated with the building. If you're making multiple buildings you can put all the strings in a single string table. See /example/building/UI/ApiaryStringTable.rsc Make a new profession if needed. See /example/building/Profession/Profession.rsc Make any new resources that may be needed by the building. Note that this type of resource has additional models, sprites, textures, and strings associated with it. You create them just like in the previous steps of creating a model of a building. See /example/building/Template/RawMaterialHoney.rsc See /example/building/Models/honey.fbx See /example/building/Models/HoneyMesh.fbx See /example/building/Models/MaterialInstance/Honey* Setup an entity that ties together all the resources and defines how the building works. Setting up entities is complicated. For more examples, see all the game entities in /resource/Template/. See /example/building/Template/Apiary.rsc Add a toolbar item that adds the building to the main game toolbar. See /example/building/Apiary.rsc Make a resource reference file that will load all resources. This resource needs to be named <ModName>Resources.rsc:resource. If not, it will not load properly when packaged in mod format. See /example/building/apiaryResources.rsc In many cases it's easier to iterate on models and textures while viewing them in game. If you build simple stub versions of the textures and models and get them into game - you can have the game reload them while you add details. Simply leave the game running and it will detect changes when you export fbx or pngs. Only Application-profile will detect changes. The final release executable does not. Note that this only works with loose resources. A mod already packaged into a single file will not reload resources, especially if the /onlypkg flag is used. You can also change other resources, such as the entity definition, however some changes may make the game crash, especially if you change the number of items in an array. For example, changing the list of dummy node helpers and re-exporting while the game is running generally causes a crash. Other items, such as UI definitions, will reload, but won't take effect until the UI is closed and then reopened. Other values, such as storage amounts in buildings don't take effect until you build a new building. For performance reasons it's best practice to have a building be a single object with one material. The game supports multiple objects with multiple materials, but it will take the game longer to rendering these objects.-
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I don't know if this is the thread to ask this but I was wondering if there is a mod that blocks all limousines. I don't like to see limousines in the poor neighbourhoods of my city all the time. I don't know why they appear but it looks really strange.

