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Found 114 results

  1. This is a thread where building (either underestimated buildings or buildings people didn't even now of) are posted. I started this thread just because ... Because I wanted to In order to keep this thread organized I'll give you these two rules: There's a max. limit of 5 pictures per building. This will keep you post from taking ages to load. If you want to introduce more than just one building you can do that by either using one post (5 pics per post) or by using seperate posts. To avoid spamming, please only do one post a day. Also, please only post existing or demoished/destroyed buildings, no planned or U/C. If I may start: Oakbrook Terrace Tower in Oakbrook Terrace, IL
  2. Welcome! Seeing as we now have a brand new Cities: Skylines section on the STEX, it's time to get the ball rolling. Whether you'd like to see a specific building or change in the game, here is the official place to request anything custom content related! Thread Guidelines When making a request, it helps to be as specific and descriptive as possible (e.g. what you'd like to see & why you think it'd be useful in the game).Pictures & links to resources are welcome, as long as they're directly relevant to the request (e.g. about a building / structure).Please don't request items from another exchange to be uploaded here (e.g. from Steam Workshop).As described in the STEX Code of Conduct, this requires permission from the original author. Such posts may be removed without notice. This thread is intended to be an ideas base for prospective creators. Please remember, this isn't a place to demand content to be made!
  3. Skyscrapers

    From the album Scenes from the Cutting Room Floor

    This picture shows most of the Maxis tall building landmarks and tall office and residential buildings. The city layout is somewhat of a hybrid of New York, Chicago, and San Francisco, especially Chicago with the placement of the airport. The Transamerica Pyramid and Willis (Sears) towers are my re-lots from user-created BATs. The Willis tower is noticeably a bit out of proportion.
  4. Continuing on from where I left off last time, City overview: A - Broadcast Hill B - The Trueno River & related tunnels C - Guardians Gate Bridge D - Port of Isuzu, Supra River & Isuzu (Rail)Jct. E - Highway 709/Astel Rd. Interchange F - Kewston(neighborhood) G - Highway 709/Malkin Blvd. Interchange H - Cagalli (Rail)Jct. I - Downtown J - Highway 709/Crosby Ave. Interchange K - O'Leary Peak L - Fastraxx Cisco Bay M - Highway 700/709 Interchange N - Cisco Bay Beach O - Highway 700/Malkin Blvd. Interchange P - Great Western Mall, & Richview(neighborhood) Q - Great Western Tower R - The Skybridge G & H - Highway 709/Malkin Blvd. Interchange & Cagalli (Rail)Jct. This interchange connects downtown Cisco Bay with vehicular traffic originating from the east. There is no westbound access onto the 709 here. For that direction of travel drivers must make there way to the nearby Crosby Ave/709 interchange. I've made numerous changes over the years to this interchange, but it never seem to look quite to my liking. This is largely because of the difficulties in making the a realistic looking connection to a diagonal highway in SC4. Even the RHW mod or project symphony for the matter don't fully resolve this issue. The other problem at this location is the lack of space due to nearby rail lines crossing over the highway. In order to maintain smooth curves, both horizontally & vertically I finally settled on a tunnel solution: Transformation of the interchange over time: The next few paragraphs deals with trains & grades So it may be a long read to some - you have been forewarned The horizontal curves are the 45 degree highway & rail pieces, I placed the highway and rail lines as close as physically possible while still enabling the use of these curves. The vertical curvature I'm referring to is for the rail lines. I use a slope mod, which is good enough for roads but not for the rail lines. For those I manually smooth out the height difference one zone at a time. GWR's Almera sub for instance(the rail line on the top of the image) drops 91.5ft/27.9 over a distance of 1890ft/576m(40ft over 16 spaces in the image above) or or more plainly it drops about 2 spaces of height over 36 spaces. This equates to a 4.8% grade. I didn't pre-plan that out before hand or anything, its just what it ended up being. Anything over 1.5% is considered not desirable for freight trains and over 2%(or 2.2% in some areas) is considered "mountain grade". The biggest reason why freight trains can only handle such small grades is because rail companies try to make their mainline trains as long as possible while needing a few locomotives as possible. This of course reduces expenses and increases profit. But it can cause problems on lines with steep grades. A quick goggle search indicates the largest grade in the US was 4.7%. Here's an excerpt on what it's like for a train to operate on a very steep grade; "Operating conditions on the original mainline through Kicking Horse and Rogers passes were proving to be something of a nightmare. Between Field and Hector, on a four mile stretch known as the Big Hill, stretches of grade up to 4.5 per cent meant that eastbound trains climbing up to the pass had to be divided into sections for the assent. Freight trains working down the hill were restricted to SIX miles per hour, and four steeply graded safety tracks were insurance against runaways." Thankfully while I'm certainly much more attentive to this than your average SC4 player or perhaps almost any player for that matter, I'm not completely anal about it. I don't spend my days trying to make every rail line is SC4 under 2 or 3% thank god lol. There's no point to that. As I said before, I don't measure or preplan the grade. My goal is simply to make the slope relatively unnoticeable. I'm guessing most of my rail grades are probably around 4 to 6%, which certainly appears to be a very smooth grade in game. IRL freight trains would struggle mighty with even that. But on planet Azura, where my city is located in, one consequence of the overall population being far lower(mentioned in the first entry of this CJ) is that things like freight trains can be and are indeed far shorter. Instead of the monster 2 mile long freight trains that many companies run today(http://en.wikipedia.org/wiki/Longest_trains), the longest trains on Azura would be at most half a mile long. This also means that the freight yards need not be 2 miles long either, otherwise I'd have to build my freight yards as big as a medium sized city! Therefore the trains are much lighter while at the same time the number of locomotives remains the same. On top of that the length of most of the grade changes are relatively short, probably a km long at most. So even the 6% grades are not that problematic. Now back to the interchange. Here's how it actually functions: Cagalli Jct. is nearby to the interchange: As with Isuzu Jct, the sole purpose of this junction is to serve as an interchange point. An interchange point is a location where freight traffic can be transferred from one company to another. Even though these companies are in direct completion with one another they will allow each other to use their lines to reach specific customers that they otherwise wouldn't have access to. This is at steep cost of course. This junction in particular is used by eastbound trains coming off GWR onto ICR's track or conversely southbound trains coming off the ICR(Lakeridge spur) and onto GWR track. The power line/hydro corridor seen in the foreground is the Hardack hydro corridor. This line connects the largest power plant in the region, located in the South Shore borough, to the more denser areas of the Central borough. It's a vital piece of infrastructure that at this spot carries up to 2000MW of power. 2000MW is enough power to supply the needs of over a million people during the mid day summer peak. Electrical usage peaks on both a season & daily basis. Seasonally, summer and/or winter, deepening on the climate of a region, is when power usage is at its highest due to power intensive applications like heating and cooling. On a daily basis the peak threads to happen early in the more and late in the afternoon and then drops at its lowest in the middle of the night. The 1MW to 500 people ratio is derived from my real life numbers. The record summer peak demand for the region I live in is 26,000MW for a total of 13 million people. What can I say, we're power hogs over here Though power conservation measures have slowly begun to decrease our usage over the last couple of years. The power usage in the city itself is 112MW, which puts it in the mid-range of nearby cities: 285MW Lexenborg 134MW Lindin City 112MW Cisco Bay 85MW Halon 72MW Mayfield 14MW Mount Prominence 13.9MW Gravenhurst Here's one last overhead shot of Cagalli Jct & the Malkin-709 interchange before moving on: I - Downtown Cisco Bay There's been plenty of pictures of this area in previous entries so won't to spam any more, well maybe one more, For the record, the Cardiff Capital Tower built in 1979 is the tallest building in the city: List of the 10 tallest buildings in Cisco Bay: More or less about what you'd expect from a mid-sized city of 40,000. Following the construction of the Cardiff tower in 1979, the city slapped a 17 story height limit on all future buildings(quite obvious yes?). They did not want the downtown area to be overwhelmed with highrise buildings like other area's of the region. Their primary reason was out of concern about overwhelming the transportation network of the city with too much density. While the city had a well integrated highway network there were a few problematic areas(eg. item R). Higher capacity subway lines do not run into Cisco Bay. While the L line runs a fairly frequent commuter train service it would not be sufficient if population densities were to increase any further. Aside from the train station there are only a couple of low frequency bus routes that operate through the city. The height limit originally only covered the downtown area but was later extended to cover the entire city after condo's started popping in Richview. It remains in place to this day. IRL many cities across the world have height limits in place either localize or across the entire city for a myriad of reasons. Here's a few IRL examples: Airport/FAA restrictions: Miami Edmonton until 2014, 492ft/150m San Jose 300ft/92m Historical precedents: Philadelphia 1894 to 1984, 548ft/167m Saint Petersburg Street widths: Washington View cones/corridors(for scenic reasons): Vancouver There is one other city Pretoria metropolitan area that has a height limit, that being Calgon with an absolute limit of 675ft/206m. However unlike Cisco Bay, the restriction in Calgon is likely to be lifted soon as developers are mounting increasing pressure to built taller. J - Highway 709/Crosby Ave. Interchange The interchange that connects downtown CB with vehicular traffic originating from the west: As with the 709/Malkin interchange, there were numerous early versions of this one as well: From the beginning, 2005: Could never get that connection between the highway ramp and the road to look natural. So in the end I separated the two and incorporated a tunnel instead. The pre-RHW/Project Symphony/CJ version: And today's version: The rail line(ICR's Lakeridge sub) limits the type of ramp that could be placed here, hence the 'stub' ramp that goes underneath the viaduct and connects to Michigan rd. on the south side/side opposite of downtown. While not an ideal solution its the best that could be done to maintain connectivity. Needless to say the speed limit for the ramp off the 709 is quite low and is strictly enforced by photo radar - something my sims aren't too happy about... K & L - O'Leary Peak & Fastraxx Cisco Bay More or less just denoting the location of each in the aerial shot. The Fastraxx commuter station was seen in last update. O'Leary 'peak' meanwhile is the highest point(elevation-wise) in the city, by a dozen or so feet from the hills to the east but there's nothing to look at there. I've yet to do any mmp work on the hillside, other than planting trees that is. In truth I'm contemplating removing it altogether so as to expand the suburban area of town. M - Highway 700/709 Interchange One of the "Big 9" interchanges in the region. Though its so small calling it big in any respect is a bit of an oxymoron. However that was always the idea, I wanted it to take up as little space as possible, as at first I wanted more space for development to increase the population. And later I wanted to maintain the existing development in the area. But I also wanted it to be a custom interchange rather then just the standard maxis or later on, the project symphony 3-way. Plus I never liked the maxis 3-way to begin with, urgh: So work started on a new custom version, once the NAM become advanced enough: The original version was completed sometime around 2006-07. a few minor modifications were then incorporated over time: Traffic paths: I was actually quite fond of the unique appearance of this interchange, so much so that for nostalgic reasons I really didn't want to rebuild it for the CJ. Alas seeing as how I was rebuilding the entire freeway system, it had to be modernized as well. As with many other interchanges both in this city and around the region, the available space for ramps and transitions that could be used was limited by a near-by rail line, curse you GWR!. But as difficult as building a RHW interchange is a small space can be, its easier than rebuilding an entire rail line and the portion of the city it cuts through. Originally this is what I came up with: However I needed the northbound 700 to be elevated so that I could get rid of the slope before the Skybridge. Otherwise I couldn't place any ramps there(item O). This is end result of that modernization: Interchange rank of the "BIG 9" Size in terms of total space - 9 of 9 easily the most compact. Size in terms of ramps - (4) tied 8 of 9 Size in terms of entry lanes - (12) tied 8 of 9 Comparison: Traffic Paths: N - Cisco Bay Beach Where sims in Cisco Bay go to relax. Using the name of the city & bay for the beach is the not most original name I know, but currently there is only one beach on the shoreline of Cisco Bay - the shoreline is predominately industrial. So its only logical to name it so. The beach officially ends at the chained link fence, property beyond which is owned by the railway(GWR). Though that hasn't stopped trespassers from frequenting the area occasionally playing chicken with trains O - Highway 700/Malkin Blvd. Interchange And we've reached the last interchange in the city. As with the other four this one has gone through a ridiculous number of revisions over the years. Earlier changes: Aside from the fact that I switched over to Project symphony, the road underpass/tunnel was causing some strange behavior as sims refused to use the ramp and would rather just drive right off the highway and straight into the tunnel, somehow miraculous managing to survive the trip home: The difficulty here was adding access ramps to a diagonal highway. The location of the ramps couldn't be moved much since the whole idea is to connect the highway with Malkin Blvd. The highway had to curve in this location because of where the connection was to Lindin City on the other side of the bridge. The problem with diagonal ramps is the lack of an acceleration/merging lane, but diagonal ramps are not even an option with project symphony anyways. So I had to get rid of the slope leading up to the Skybridge and use that location for the ramps. The merging lane issue was dealt with by increasing the width of the bridge from 4 lanes to 6 lanes. The highway also had to be elevated here to maintain the bridge clearance for ships heading to the Port of Isuzu as well as ports further up river. While these ships aren't large and don't require huge clearances, 20-odd feet doesn't quite cut it. The final change: Overview of the approach to the Skybridge: P - Great Western Mall, & Richview The Great Western Mall doesn't quite live up to its name. For starters its the second oldest mall in the region having been built in 1969, its not a very refined mall at all compared to its newer contemporaries. It's also the smallest official mall in the region with a mere 75,000 sq/ft of retail space and just 200 surface parking spots. The mall contains large grocery store, a well known discount clothing realtor and has space for a dozen other small shops on 2 levels. Really the only reason why its called 'great' is because the GWR - Great Western Railway purchased the naming rights to the mall and promptly named it after themselves back in '69. Richview is a nearby highrise luxury condo community. While not entirely gated, it is walled in and heavily patrolled by private security. A total of 1,447 residents live in the 5 building complex. 4 of the 5 buildings in the complex are built out to the maximum 17 story limit. Amenities include outdoor and indoors swimming pools, tennis courts, a rock garden and mini golf putting green. The mayors house/office is also conveniently located nearby for the rich locals to voice their concerns to. Q - Great Western Tower The Great Western Tower is a 559ft tall freestanding reinforced concrete structure built in 1967. At that time it was the tallest structure in not only the city but all of the South Shore borough. List of the 10 tallest structures in Cisco Bay: (Measurement information in most cases is gotten directly from occupant size exemplar, otherwise I measured it on screen using a ruler 1cm=2.25ft in the 2nd closest view) The tower has three public levels - one being the ground level where entrance fees are paid. A restaurant occupies level two at the 386ft level and the observation deck occupies level three at the 406ft level. The GWR once again purchased naming rights here shortly after the tower was built. The contract extends for 100 years, its unlikely that they will renew those rights when they final expire in 2068. Attendance has fallen precipitously over the years as newer, taller and more flasher attractions have popped elsewhere in the region. Telecommunication revenue, which was never that great to begin with since the tower is not located in an idea location for such, dried up after the construction of the tower on Broadcast Hill in 1984. The HAAT(height above average terrain) of the tallest transmitter here is a mere 560ft verses the far greater range provided by Broadcast Hill's HAAT of 998ft. Having said all that, I think having a short concrete tower located here is still kind of interesting and the night lighting is quite nice as well: At this time the city has no plans to demolish it and replace it with something else, as the costs of maintaining the structure aren't exorbitant... at least not yet. R - The Skybridge The Skybridge is a recently constructred 6-lane RHW bridge: bridge info: Type - Cable-stayed Completed in - 2005 to 2008 Design Life - 150 years Roadway - Highway 700 Total Length - 2,231ft (680m) Longest Span - 1,182ft (360m) Clearance - 100fft (30.5m) Cost - $535 million (2011 dollars) Width - 158ft (48m) Hight - 425ft (129.5m) The new bridge replaced the Spanbridge, a cantilever bridge that was the longest of its type in the world when built in 1924. Imo the in game highway/avenue cantilever bridge is still one of the best looking structures available in the game. But then again I can't say that I'm impartial since I love steel exoskeleton structures. Type - Cantilever Built in - 1923 to 1924 Design Life - Roadway - Highway 700 Total Length - 2,204ft (672m) Longest Span - 1,250t (381m) Clearance - 149fft (45.4m) Cost - $46 million (1924 dollars) Width - 105ft (32m) Height - 414ft (126m) The next section deals with the history of the old bridge, so feel free to skip it if reading about fictional history is not you cup of tea The Spanbridge was the first highway bridge to cross Cisco Bay. However after 84 years of use the bridge was badly degraded/corroded and in need of immediate replacement. The bridge had also been over-built height wise, engineers had anticipated that the Trueno river would one day need to accommodate ships larger then low-max class. Hence the hefty clearance of 149ft, with the deck level coming in at 160ft ASL. However this turned out to be unnecessary as cargo volumes along the river have never even come close to reaching the point of requiring larger vessels. Not to mention justifying the cost of expensive dredging of the river bed which would be required to allow for ships with a larger draft. The height of the roadway in addition to the narrow width of the lanes had become a severe safety hazard by the mid 70's. By then transport trailers had grown in size both in width but more importantly in height. The taller trucks were often buffeted with strong winds at times causing them to swerve over onto adjacent lanes. In response, the number of lanes was reduced from 6 lanes to 4 in 1975. However issues with swerving still persisted and after numerous crashes resulting in fatalities a bylaw was introduced in 1982 restricting the speed of transport trailers to 45mph/72kph over the bridge. This of course resulted in serve congestion. By the 90's even the its name had been largely forgotten as sims commonly referred to it as the Slowbridge. Hence its replacement was long over due. The new bridge was built adjacent to the old bridge and once completed the 'Slowbridge' was dismantled. The Skybridge was not only significantly wider but the height of the roadway was reduced from 160ft to 105ft. Winds at this height are substantially weaker, thus the by-law did not carry over onto the new bridge except during the occasional periods of high winds. Sensors on the bridge continuously monitor local wind speeds and once a certain threshold is reached a yellow warning light automatically activates at the entrance to the bridge and all bridge users must reduced speed during these periods. And with that I conclude this entry. Probably should have broke it up into two but I was on a little bit of a roll there. Hope you found it interesting nonetheless.
  5. Version 1.2

    1,179 Downloads

    Hi Everybody, Sorry my bad English. This is -- finally -- a fix to the annoying bug of the Oppie's Central Train Station. The Station are amazing and Oppie did a great job. But when one plopped any City of Tomorrow building next to it, the "futurist" effect simply reverted the CTS to the common Passenger Train Station. Oppie is not working or updating SimCity 2013 mods anymore (I suppose), so I fixed the problem, and as far as I could test the game, now the CTS stay as CTS even if you plop a Megatower next to it. I'm still testing the mod, and if there is any unforeseen problem, I'll try to solve it. I also improved the number of passengers from 2000 to 4000. THIS IS A OFFLINE MOD Install by copying the .package file into your ...\Origin\SimCity\SimCityData\ folder.
  6. Hello guys! Today i'm working on a 2x3 office building, hope you like it:
  7. Let me start by saying: I'm not an architect, I don't know anything about architecture, but I like to see different kinds of buildings and architecture, I hope this is not offensive to someone but which do you think it's the worst building in the world?, the one you don't want to be place in your city, Mine is Torre Agbar, I don't like this building. I live in Mexico, we don't have a lot of skyscrapers here.
  8. My buildings are disappearing, And I do not why. Please , someone help me
  9. Howdy all, Finally got a computer that can run skylines without it looking like a slideshow. Decided to fire up the old Blender and give a go at making assets. This is Suburban Station from Philadelphia. (the suburban trains terminated here, the station itself is certainly not suburban) Six tracks, underground. Direct underground pedestrian connections -- no more tedious under/overpasses. Still needs a lot of work, might be able to release this week, though. Questions for y'all: a. How do I get trains to stop in the right place? Right now they stop halfway in the station, and not centered on the platform. The platforms are long enough, I think. b. Is there a way to display transit lines underground? With 6 tracks to choose from it's really difficult to figure out where I'm putting lines. (I might reduce it to four tracks for ease of use if not.) EDIT: for reference, ~5500 polys and currently a 1024 x 512 texture sheet which will probably increase to 1024 x 1024
  10. Luigi Highrise

    Version 1.0.0

    52 Downloads

    Luigi Highrise File: BAP Size: 2x2 Type: Residential Another classic building of mine and finally now available for you to use in your cities
  11. Brooklyn Appartments

    Version 1.0.0

    89 Downloads

    Brooklyn Apartments File: BAP Size: 2x2 Type: Residential Brooklyn apartments is a classic building of mine back on win 95 sc3k. and this is my 3rd version. I had trouble uploading it properly for some reason.
  12. The SimtropOils Refinery Project Released Assets: Crude oil desalter Jerenable http://steamcommunity.com/sharedfiles/filedetails/?id=837363444 Oil Refinery Delayed Coker Badi_Dea http://steamcommunity.com/sharedfiles/filedetails/?id=820986974 Oil Pipeline Collection Badi_Dea http://steamcommunity.com/sharedfiles/filedetails/?id=793404813 Distillation tower Jerenable http://steamcommunity.com/sharedfiles/filedetails/?id=780623629 Refinery Prop Collection squirrelarmyuk http://steamcommunity.com/sharedfiles/filedetails/?id=780626048 Refinery 'strutted' flare stack Giovanni E. http://steamcommunity.com/sharedfiles/filedetails/?id=786107779 Distilation tower with pipeline Jerenable http://steamcommunity.com/sharedfiles/filedetails/?id=797381457 Send me an IM if I missed your asset and would like it posted. Unfortunately, I’m sorely deficient on any experience on what each part of a refinery would look like in real life. I’ve found plenty of diagrams and flow charts with neat little icons and stuff… but nothing labeled with real-world examples of what each component would actually look like. I’ve been able to piece together a couple things based on this flow chart: I realize that there’s probably plenty of circumstances where the industry was built as an integrated whole, not entirely self-contained buildings in the way we would have to think about them in a game; but surely there must be some defining characteristics where one with enough experience would be able to point at a picture and say “yup, that’s a Naptha Hydrotreater” So, I pose the question, any oil and gas experts out there? If you would like to contribute, you can download this source mesh to help with alignment and graphical style
  13. Article #4 - Punta Retolk Highlights

    Article #4 - "Punta Retolk Highlights" Punta Retolk, Retolk or Ciudad de Punta Retolk is a commercial city of Metzú Republic. Is situated some 20 kilometres of Wainor City, 35 of Jalai City, and 228 kilometres of capital city, Yuti. This city has an important historical and natural heritage, with great natural forests and old buildings with great value. There are great commercial buildings, multinational offices. Full map Population: 42.834 Metropolitan Area: 98.332 (Wainor-Retolk Metropolitan Area) Main Activities: Commercial Services, Manufactured Industries Retolk Life... 1. Retolk Downtown and his main avenues. 2. Av. De La Costa. Great historical heritage. 3. Parque de la Costanera. A big park. It travels Av. De La Costa. "The Lung of the city". 4. Parque de la Costanera. An other point of view. 5. Mirador Grand Hotel. 6. Estación Única de Trenes de Retolk. A little train station with important conections (Jalai, Wainor and Yuti). 7. Retolk Beaches. 8. Parador Miguel. A beach bar. 9. Bosque Nacional de Retolk. A Natural heritage. 10. Av. De La Costa at night. 11. Mirador Grand Hotel and commercial zone at night. 12. Great buildings of Retolk. 13. Retolk Outskirts. We hope you visit our cities, See you on the next article, Stranger.
  14. Article #7 - Wer: History & Modernity

    Article #7 - "Wer: History & Modernity" Wer is a touristic city of Metzú Republic. Is situated some 12 kilometres of Bahía Azul and 332 Km of Yuti, capital city. Founded in 1825 by european colonists. Today is a historical heritage. There are a lot of antique buildings of european architecture of 19th Century. Many structures have been destroyed by State negligence. Wer is a mixture of modern and old buildings, creating the silhouette of Wer City. Full Map Population: 20.469 (2017) Metropolitan Area: 22.673 (2017) Main Activities: Tourism, Manufactured Industries Wer Stories... 1. Wer Coast. Main Avenue. A historical neighborhood. 2. Wer Downtown. 3. Wer Suburbs. 4. Vieja Wer. A mixture of modern and old buildings. 5. Main Avenue. Vieja Wer. 6. Wer Downtown. A commercial zone. 7. Estación de Trenes Wer Central. A great train station. In the heart of Wer. 8. Wer Coast. Mixture of nature and antique buildings. 9. Suburbs and Parque Nacional de Wer. 10. Parque Nacional de Wer. A nature heritage (like Jalai City). 11. Parque Nacional de Wer, again. 12. Wer Suburbs and Industrial Zone. 13. Industrial Zone and elevated highway, connects Wer with Tiyi (city). 14. Vieja Wer at night. 15. Main Avenue at night. 16. Downtown at night. 17. Train Station and Commercial Zone at night. 18. Suburbs at night. We hope you visit our cities, See you on the next article, Stranger.
  15. Hi All, I know, I will find everything in the internet, but it is for me extremely time consuming, and I would like to come fast to the point. Since a long time already I want to use some specific mods to SimCity 4, and I would like to pay around 30 EUR for someone who would like to help me with that. 1. Using SimCity 4 with European Buildings, Streets etc. + in general how to enrich building library with landmarks and so on. 2. Adjusting the size of the cities - I saw very large cards on the internet, but don't know how to create those. 3. Different Architecture over the time: I know there is a functionality that changes the architecture of new buildings over the time. I would like to do this in an european style. If you would like to help me, let me know here, a skype session would be the best to go through the installation process etc. If you want more money, let me know. The payment would work via an official ebay display, to ensure everything is set up properly. Philipp
  16. The Work so far

    From the album My building designs

    The window details at the start
  17. Library Tower So Far

    From the album My building designs

    Since I can't download Valians version of Library Tower. I am making my own buy using the thumbnail of it and adding features of the real counterpart
  18. Welcome To DK Creations! Released Mods: USA Trailer House Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=437051479 39 Broadway Harriman Building http://steamcommunity.com/sharedfiles/filedetails/?id=461378105 Steam 3x3 Lot Steam 2x2 Lot Steam 1x2 Lot ========================================================================================= I was disappointed by the lack of American style houses, so I began creating this little house. It is loosely based on some of the Low Wealth houses seen in Simcity 2013 (which had a very nice roster of buildings) Perfect houses for your rural areas in your city! It needs more tweaks and texturing before its ready. I plan to add proper textures, including recoloring. I will make more residential buildings to help diversify your American Cities. If you enjoy the buildings from Simcity 2013, then you'll be happy to know I will be looking at Simcity 2013 for inspiration.
  19. Thank you to all the people who help make this game possible! Colossal Order, Paradox Interactive and all the Cities Skylines fans who made the community what it is today! I was going through a very dark time in my life and if it wasn't for this game I would probably still be in a hell hole of a life wishing I was dead. You gave me that faith in myself again and I'm eternally grateful! Bless your Lives with Love and Great Friendships! Nothing Is Impossible, for in that word you have "Im Possible". Start Living with Love and your Highest Dreams Now!
  20. So, I am starting a new thread here for any and all future assets I create for the game. My thread for the World Trade Center was originally supposed to be for that, but obviously it turned into a thread dedicated to that. In this one, I will try to keep WIP things to a minimum (or at least not like with the WTC), instead focusing on any finished assets and any updates on new stuff I'm working on. For starters: I'm sure most of you found it by now, but my first post-WTC building is the "Dump National Hotel", a magnificent golden slab to plop in your city. Actually, two, as it's actually two triangular towers in one lot. Especially if you read the Steam description, the name is a not-so-subtle parody of Donald Drumpf, mainly his penchant for all things gold and putting his name in 20 foot letters on every building he owns, like with the Drumpf tower in Chicago, where the DRUMPF name now looms over the Chicago River. The hotel can be found on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=527008015 (Scroll down below the images to see another big update!) Now, as I've been trying to work more on other more important things I really need to be doing, I need to spend a bit less time on Skylines stuff, but it seems I just can't resist as much as I'd like. I may or may not do a bus station eventually, but there's something else I'll look into... Airplanes! For the longest time, I had no idea how to import vehicles, what was needed for them, and so on. But I decided to just make a simply plane-shaped thing and test it in the game. I just kept the pivot point the same as you would with buildings, but I put the nose wheel and the forward main wheels a little lower, as I recalled reading somewhere that the game automatically makes those move, and it worked perfectly! All I'd need to do now is make a decent model with textures and an LOD. Here's the test I did: Any suggestions for making planes work best would be appreciated! Especially where lighting is concerned, as I don't know if it's the same as with buildings.
  21. I have been doing asset creation for over half a year now for C:S and I literally never heard of this site until like 2 -3 weeks ago. While I have been quite active on Reddit I never found a site like this, so I hope I'm posting this in the right place. My first assets for C:S were quite frankly not that good and I still think they are sub par of what some people are creating around here I'm looking at you BB. So I'm hoping to get some feedback on my work and just in general showing what I do. So on to the meat of the post now, yesterday I released my latest asset, The Erasmus Bridge from Rotterdam LINK, ill put in a quick picture or 2, more pictures on the workshop of course. Hating the new cropping the picture thing steam does nowadays I can't show my beautiful 21:9 screen powers now :3. But really if you are willing to give some feat back Id appreciate it a lot!
  22. From now on i will post about any buildings i make in here. not much more to say. So lets start right off with the first one: This simple but colorfull motel ensures to brighten up any cities (coastal) towns and counties. works with ploppable RICO so it doesnt lack anything in functionality. NOTE: the Model is not mine, its converted from the 3d warehouse, i edited it and removed unecessary additions, the textures are all mine though, it was really fun to work on this building's texture to see how more colorfull buildings would come out in CSL. not too shabby if i say so myself.
  23. A while ago I mentioned that the game also supports sub-meshes along with sub-buildings. Sub-Meshes are a bit like sub-buildings, just not completely separate with their own AI or lot. They have their own mesh and texture, and they can use a different shader than the main building. Like sub-buildings, sub-meshes can be re-used multiple times. The special thing is that these meshes are only rendered when certain "flags" are set (or not set) on the building. Flags can be either be true or false and carry no further information. Here is a list of available flags: Created Deleted Original CustomName > player set a custom name for this building Untouchable FixedHeight Incoming > only relevant for outside connections Outgoing IncomingOutgoing CapacityStep1 > relevant for garbage dumps, graveyards CapacityStep2 CapacityFull RateReduced > when there are not enough raw materials or goods HighDensity LevelUpEducation LevelUpLandValue Completed Active > when the building is activated Abandoned > self-explaining Demolishing ZonesUpdated Downgrading BurnedDown Upgrading > when the building is currently upgrading Loading1 > cargo train stations, harbours Loading2 > cargo train stations, harbours SecondaryLoading > cargo train stations, harbours The flag system is currently used by landfills to display a different mesh depending on the used capacity. It could also be used to have one mesh with normal shader (e.g. a building) and one mesh that follows the terrain (e.g. modelled garden). It might also be interesting to display an additional mesh when a building is disabled. The serialization of sub-meshes is supported by the game, that means players need no additional mods to see them. Also, all of these meshes and textures are put into the same crp as the main building, so it should not affect loading times too much.
  24. Version 2.0

    22,955 Downloads

    hey all i am now releasing the World trade centers pack , ok in this pack i am releasing the "1 New world trade center" and "The world trade center plaza" i will be updating this mod pack as i make the rest, so stay tuned I would also like to say sorry to all the users whom lost their loved ones during 9\11. i make no intent to offend anyone _____________________________________________________________ Issues None so far ____________________________________________________________________________________________________ A Special Thanks TO MaxisGuillaume: for helping me with the scripting and setting up new ID's Oppie: for making MAXScript and simcitypak add letting me release it and the rest of SUGC Chappers: for the damn nice screen shots __________________________________ How to install extract the RAR and place the package file in C:\program files(86)\origin Games\SimcityData\ i am not responsible for any damage or errors caused to the game or PC Please comment and tell me if there is anything wrong
  25. Hiya! I made a model of Albi's Sainte Cécile cathedral in the south of France in Blender, then tried to make the texture for it. The texture didn't work out but I didn't look into it as much because I had another problem: the model, once imported into the asset editor, was all squashed. I tried reducing the size of it but it still got squashed. And now when I try to select it in the asset editor, it crashes the game. I'm not sure why this is happening, and I'd appreciate any help on this topic! This is my model (I kept it simple) :
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