Jump to content
  •   Announcement

  •    Alternatively see here for an enhanced Google site search, which you may find provides more accurate search results. (More Info)

Search the Community

Showing results for tags 'editor'.



More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


Forums

  • Simtropolis Department of Public Works
    • Simtropolis Recovery Project
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • Mapping Community Room
    • SC4 BAT & Lot Workshop
    • SC4 Modding - Open Discussion
    • NAM & Transit Networks
  • Cities: Skylines & CS2
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
  • Challenges Forum
    • SC4 Challenges - Info and Discussion
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Club-owners Club's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Furry Community's Topics
  • Simtropolis Italia's Discussioni
  • New Washington's Topics
  • Everything about details's Topics
  • CityBuildingMasters X's Topics
  • City Journal Club's Topics
  • City Journal Club's Photo Shopping, Type Faces, Page Layout !
  • City Journal Club's Writing
  • Coolio Club For Cool Children's Topics
  • Atlantic Energy Co.'s Topics
  • Micropolis's Topics
  • City-Builders Website's Club Topics
  • SimCity Polska Organization's Topics
  • Simtropolis em português's Topics
  • Simtropolis em português's Fórum
  • My Little Pony Club's Topics
  • SimCity 2000 Resource Club's Topics
  • Simtropolis中文's Topics
  • Simtropolis en français's Topics
  • NewCity's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Topics
  • Southeast Asian Mayors's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Request Maps
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Social and Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Mapping
  • SimCity 3000 Resource Club's Information
  • The Great British Simtropolis Club's Topics
  • Roller Coaster Park Builders's Topics
  • Banished's Topics
  • Banished's Modding
  • Banished's Questions
  • Banished's Stories
  • Android City Builders & Other Games's Topics
  • City-Builders Website's Banished Toolkit
  • City-Builders Website's Banished Villages
  • City-Builders Website's Banished Achievements
  • Spooky Souls Building's Topics
  • TheoTown's Topics
  • Found Custom Contents's Topics
  • Cities in Motion's Topics
  • SimCity 3000 Resource Club's SC3000 Ordinances

Categories

  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT & Lot Editor Tutorials
    • Modding Information
    • Mapping & Terraforming
  • Other Games
  • Simtropolis Articles
    • Interviews

Categories

  • News
  • News
  • News

Categories

  • SimCity 4 Files
    • Residential
    • Commercial
    • Industrial
    • Agricultural
    • Building Sets
    • Civic & Non-RCI
    • Utilities
    • Parks & Plazas
    • Waterfront
    • Transportation
    • Automata
    • Gameplay Mods
    • Graphical Mods
    • DLL Mods
    • Cheats
    • Tools
    • Maps
    • Ready Made Regions
    • Dependencies
    • 3ds Models
    • Obsolete & Legacy
    • Reference & Info
  • SimPeg (PLEX) Files
    • PLEX Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • SimCityBrasil Files
  • SimCityPolska Files
  • WorkingMan Productions (WMP)
  • Cities: Skylines II Mods
  • Cities: Skylines Buildings
    • CSL Maps
    • CSL Roads & Traffic
    • CSL Vehicle Assets
    • CSL Game Mods
    • CSL Props
    • CSL Programs & Tools
  • SimCity (2013) Buildings
    • SC13 Game Mods
    • SC13 Roads & Traffic
    • SC13 Vehicles
    • SC13 Programs & Tools
    • SC13 User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • SC3K Cities & Maps
  • CitiesXL Buildings
    • CXL Mods & Tools
    • CXL Maps
    • CXL Textures & Props
    • CXL Lots
    • CXL 3d Models
  • Simtropolis en Español's Descargas
  • Club-owners Club's Dirk's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Furry Community's Files
  • Simtropolis Italia's Archivio
  • New Washington's Files
  • Everything about details's Files
  • CityBuildingMasters X's Files
  • City Journal Club's Files
  • Coolio Club For Cool Children's Files
  • Atlantic Energy Co.'s Files
  • Micropolis's Files
  • City-Builders Website's CB Files
  • SimCity Polska Organization's Files
  • Simtropolis em português's Descargas
  • My Little Pony Club's Files
  • SimCity 2000 Resource Club's SCURK Tilesets
  • SimCity 2000 Resource Club's CITY Files
  • SimCity 2000 Resource Club's Multi Object Tilesets
  • SimCity 2000 Resource Club's Single Object Tilesets
  • Simtropolis中文's Files
  • Simtropolis en français's Files
  • NewCity's Files
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Files
  • Southeast Asian Mayors's Files
  • SimCity 3000 Resource Club's SimCity 3000 Starter Towns
  • SimCity 3000 Resource Club's SimCity 3000 Cities
  • SimCity 3000 Resource Club's SimCity 3000 Terrains
  • The Great British Simtropolis Club's Files
  • Roller Coaster Park Builders's Files
  • Banished's Banished Mods
  • Banished's Kid's Mods
  • Android City Builders & Other Games's Files
  • City-Builders Website's Banished Save Games
  • Banished's Modding Files
  • SimCity 2000 Resource Club's MAC Files
  • Spooky Souls Building's Files
  • TheoTown's Files
  • Found Custom Contents's Chinese Sites
  • Found Custom Contents's European Sites
  • Found Custom Contents's Japanese Sites
  • Found Custom Contents's North America Sites
  • Found Custom Contents's Asia-Pacific Sites
  • Cities in Motion's CiM Maps
  • Cities in Motion's CiM Mods

City Journals

There are no results to display.

There are no results to display.

Calendars

  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Club-owners Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Furry Community's Events
  • Simtropolis Italia's Eventi
  • New Washington's Events
  • Everything about details's Events
  • CityBuildingMasters X's Events
  • City Journal Club's Events
  • Coolio Club For Cool Children's Events
  • Atlantic Energy Co.'s Events
  • Micropolis's Events
  • SimCity Polska Organization's Events
  • My Little Pony Club's Events
  • Simtropolis中文's Events
  • Simtropolis en français's Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Events
  • Southeast Asian Mayors's Events
  • The Great British Simtropolis Club's Events
  • Roller Coaster Park Builders's Events
  • Android City Builders & Other Games's Events
  • Spooky Souls Building's Events
  • TheoTown's Events
  • Cities in Motion's Events

City-building game(s)

Found 35 results

  1. I'm new in this community and I can't write any description because there are no blanks for those when I upload something.
  2. Hi fellow mayors, Is it possible to edit the size of SC4M files? I'm playing a region but it's far too big and causing performance issues, is it possible to edit the SC4M file and cut its size? I've managed to get SC4Mapper ported but it doesn't allow the size of a region to be edited I believe, and I can't manage to get SC4Terraformer ported onto my system. Could anyone help me out? Any region editor for Mac or would someone be able to edit the SC4M I want to use for me? Thanks all.
  3. So I am modifying a lot to change the base texture to match those around it. Is there an easy way to look up which base texture was used on a lot in order to ensure the number in the dropdown list matches? Also, is there an easy way to find the desired base texture in the lot editor list without scrolling forever and trying to match it?
  4. Hello, I'm new here. 30y Old and from germany. So please excuse me if I make mistakes in writing. I really try my best to be understandable. I had some issues with an asymmetric road, that just didn't want to behave properly with pedestrians and I could not find any road in the workshop that suited my needs. So I decided to make my own roads. Not fully, but customize existing ones, especially from Network Extensions 2. After a few adjustments, I realize that this is not that easy and that there are few things to consider I didn't thought about. (left: original, right: modified concept) This is my first attempt to design a road. Criticism and suggestions are welcome at this point. Colors and textures are just placeholders, but should convey the idea. Which gives me a couple of questions. My design is 66 pixels wider (created by the safety strip between green and red) than the original. The first question: to what extent do I have to take this pixel difference into account? Is what I do even possible? Because the 1024x1024 resolution of the original is certainly chosen specifically. I have drawn the height of the segments in the draft. Second question: how do I use "Mesh Points" to transfer the heights to the road? e.g. pos 8 has several values: -0.3? Again -0.3? and then 0 and 0? I can't figure that out. Please ignore the traffic lights here. In the screenshot you can see "Road Properties" and underneath "Lanes". Third question: how is the "correct" workflow to set it up correctly? I noticed that you can't, for example, delete "Pedestrian" and then put it at the bottom of the list, as there are many settings under this tab, like how the traffic lights behave and sidewalk decoration. In any case, it was learning by doing and at some point it was just a catastrophic mess of information. Maybe I should put my goal also into words. My goal is to convert the street: (Network Extensions 2) 3 lanes to 1 lane + 1 service lane + 2 bike lanes. The second goal would be to widen the lanes by 5% and widen the sidewalk by 20% - because I like the street, but it seems a little too "narrow" and pedestrians have a little too little space. So everything should be a bit wider. I hope someone can help me with that.
  5. Hello fellow Mayors. I'm about to start playing with the region maker for the first time, and am looking for some general advice for a rookie. I am a NAM enthusiast and merely a part-time tinkerer, cautious not to end up deep inside a rabbit hole I'm just looking to create a somewhat diverse region geographically as well as in size/placement of city tiles. Does the region maker offer control over placement of the tile grid/size?
  6. I have been trying to make a new theme, to go with a specific map I have been working on. I have been making 4k textures, and everything has been going well enough, until it came time to add in Cliff and Sand normals. it keeps giving me the same error, " Something went wrong processing textures" I have tried changing the resolution of the .png file, the bit depth, loading skylines in -noWorkshop mode, even tried saving as .jpeg always the same (un-informative) error. the Normals were generated using https://cpetry.github.io/NormalMap-Online/ from my cliff and sand textures.
  7. Hello community ! I am having issues with the mod "fine road tools" (2 and 1). Both don´t work anymore ... I did not change anything with my game ... :/ I can´t use this mod in the road editor anymore and I really don´t know why or what happened. Some informations the consols gives you are understandable for me, but this one isn´t ... :/ Maybe someone of you know/can read the cause or experienced a similar issue. Everytime I drag a road, the error is appearing. Saving the asset/road isn´t possible either. I´ve added a pic which shows what´s happening. Thanks in advance !
  8. Hello. Sorry for my English. I installed this building I really like this station. I wanted to use it for my NAM bullet train (monorail), but this station is designed for elevated rail. It seems to me, they have the same height. So I decided to edit the building to exchange elevated train segments to monorail. In the Lot Editor I checked all the tabs, but did not find what I needed. Purple cells is the road/raiload? How to exchange them for monorail? Need another program?
  9. Hey Guys apologies in advance if Ive posted this in the wrong place. Im in search of a tutorial or "how to", on importing submeshes. I exported an asset with submeshes from the workshop, and Ive re-worked the diffuse textures, just for my own personal use. Problem is I cant get the submeshes to appear in the asset editor. They are on the list of assets ready to import, they appear in the preview pane, but wont appear in the asset editor when I select them as submeshes. Any help would be appreciated
  10. Getting back into C:S and I've only been able to successfully get the map editor to launch once. It takes a few minutes for C:S to load, and then 15-20 for the map editor before it inevitably crashes. I've tried running with the "--noWorkshop" and "--noMods" commands but it's still loading assets. Took a couple tried but I was able to get the 'disable all' button to work in the content manager eventually, so no mods are being loaded and no assets are enabled. There's a few map themes in there, and that should be pretty much all that's being loaded. I believe I have all main DLCs (will have to double check, but I believe I've got them all except for the radio stations). My system isn't brand new, but it's not exactly slow, either: i7-4790K, 32GB DDR3 (forget the speed), GTX1080. Looking at the log, it looks like it's running out of RAM at some point 32GB RAM usually ~70% and 64GB page file ~95-100%. I use this rig for work (complex 3D CAD, Photoshop/Illustrator and 3D rendering) and it does the job; though recently Adobe CC has been a right PITA; I'm starting to think my RAM might be on its way out, but it's still functioning fine everywhere else. I can't figure it out, though; why would it be using so much RAM if no mods or assets are enabled? I only have about 1800 things subbed in the workshop, too, and they're pretty much all disabled in game. Any ideas?
  11. Hey! I'm making a comeback to make more vehicles for CSL and at the moment I'm doing police vehicle. I've got driving lights positioned and they are working properly but emergency lights I cannot figure how to place them. Coordinates I put in asset editor are all messed ingame, red and blue lights are not in the correct position, is there something I'm missing? Excuse me for not showing screenshot, the vehicle I'm making is for someone who ordered it and I cant show any images yet
  12. Hi Simtropolanos, I've never made a road before, and would like to know how to remove the streetlights from this road: It's the "Six-Lane Road with Median." I don't see a template for it in the road editor (which I run in -noworkshop mode). Is this a vanilla road? How do I get the template into the editor pls? Thanks, Ami
  13. Hi modders. I'm trying my first map and I am looking for some tips on how to add the oil, minerals, and fertile land areas. I'm trying to do a realistic Stockholm east, Sweden. Here is the basic topography: I'd like to add the resources but I have no idea how to approach this. Should I manipulate an image and use a script? I tried to paint them kinda haphazardly and they always looked terrible. How can I add them in such a way that the map looks more realistic? another pic with trees and a few roads added: thx in advance for any advice
  14. Tips & Tricks ! Several little things like page elements to communicate with the viewers or simple links to show or hide things, not ready necesary, free graphical resources available to use, guidance using the editor and or photo editing software ! Sincerely yours, kschmidt
  15. Multimedia embeding ! Multimedia like video and sound makes a webpage more lifely and introduce the viewer to the world of a City Journal creator favorite multimedia landscape. What page element are necesary to do so ? Sincerely yours, kschmidt
  16. Can you place props (like light and benches and whatever) in the Asset Editor precisely (be it grid snapping, display of coordinates or whatever)? For now the best I could do - is to check the coordinate values of props while placing them using Mod Tools, without being able to input them numerically. In Mod Tools there are a bunch of interesting properties found on... Tool Controller - PrefabInfo - BuildingInfo+Prop But I dunno if you can make changes made there affect the result? For now I just place Props and set colors as precisely as I can do it unprecisely (: Best regards.
  17. Hello there, Since the road editor update I've been trying many ways to create custom roads. The thing I'm trying to do now is to have a basic piece of concrete and then edit lanes and stuff on top of it. The problem I have now is that the concrete wich the game generates is not a mesh, and can therefore not be changed of color. Is there any way for me to retrieve the mesh of already existing roads and from roads of network extensions, wich I can use as base for my own road? I don't know how to make a mesh myself, therefor I like to export one from a existing. If thats not problem, is there a way to create a simple concrete/road mesh (1block wide) wich I can use ingame Thankyou
  18. The assets editor has built in save routines for these things, but there is no user interface to set them: Prop Variations and Tree Variations: For "Container" assets which place a random asset with probability, like the default billboards CO added a user interface for that Completion Message: Tweet which is displayed when a ploppable building is placed. Vehicle Doors: Probably the place where people are entering a vehicle. There are flags for Enter, Exit, Both and Load Building Sub Meshes: Meshes which are only displayed when a certain criteria is met (e.g. building is disabled), with their own shader and texture. Not to be confused with sub-buildings. Vehicle Sub Meshes: Meshes which are only displayed when a certain criteria is met, with their own shader and texture. Not to be confused with vehicle trailers. Critiera: TransferToTarget, TransferToSource, Emergency1, Emergency2, WaitingPath, Stopped , Leaving, Arriving, Reversed, TakingOff, Flying, Landing, WaitingSpace, WaitingCargo, GoingBack, WaitingTarget, Importing, Exporting, Parking, CustomName, OnGravel, WaitingLoading, Congestion, DummyTraffic, Underground, Transition, InsideBuilding, LeftHandDrive Depot Spawn Points Prop Parking Spaces: For custom parking props, with specified vehicle type, like Helicopter, Car, Bicycle Prop Special Places: For custom "hang around markers" and things like benches Prop Effects and Vehicle Effects: Light and sound effects for assets
  19. Hi Simtropolians, I'm building my home town, Berlin, with the help of your many mods and assets (I am using 70+ mods and 600+ assets). I started playing Cities:Skylines about 2 months ago and I'm enthused by the activity happening here and in the Steam Workshop. Thank you guys! I'm endeavoring to add some of my own custom assets to the Workshop, but I'm new to the entire process. I'm good at photoshop, but I suck at Blender! I booted blender for the first time last week, so I'm at the rough end of a steep learning curve. You guys have been very helpful to get me over a few stumbling points. Now I'm getting ready to publish a couple of items and I'd like to run them by you first. I'm trying to start simple, but even simple objectives seem to morph into week-long efforts. Please let me know how my work can be improved. I've got a Checkpoint Charlie cooking (check my screenshot stream on steam or on twitter, if you're interested), but let's start with the Rosinenbomber from the Deutsches Technikmuseum: I found a DC-3 model by Giovanni E and lifted it to the top of the stock library with some prop anarchy: I was happy to find a DC-3, but the model has some texture problems (the illumination map is always fully on) because it's an old model and was probably made before After Dark. In wanting to fix the lighting problem, I wound up re-texturing the entire model to specifically be the famous Berlin C-47 "Rosinenbomber," as well as adding some propellers. It's starting to look decent in-game, but I still have some shadowing issues that I'm working on around the windows. I'd like to improve the body texture so that it looks more silvery and less white in the sun (I'm using PhotoReal3 LUT and Daylight Classic mods). Here are my current diffuse and spec maps: How would I go about improving the look of the body surface? I'd like it to be more shiny and silvery. My next question is, what is a good approach to make the LOD model? Thx for looking & thx in advance for your suggestions. -Ami
  20. Hi everyone. I am looking to lot some slightly interesting things and wanted to ask the advice of some of the people here. Sometimes i look at the pictures of Fasan's amazing work that remains on sc4d here: https://www.sc4devotion.com/forums/index.php?topic=16683.160 Many of the pictures have sadly vanished, but the more recent pages still have images. In order to show you what i am trying to do i have uploaded a couple of these pictures in this thread, so hopefully if the pictures vanish in future, people will still find this thread somewhat useful to their own lotting experiences What i would like to do is to edit one of these existing lots with retaining walls to have a small building on top. I think that is what has been done here with the little 1×1 rectangular retaining walls. I can see a couple of i think mattb325 buildings directly on top of the retaining wall. In order to do this i think that the retaining walls started out life as the two below links 'red brick plaza' and the KRG onslope parkings. Is is as easy as finding one of these lots and popping a 1×1 building on top? I am aware that any lot i create is likely to function only as eyecandy with no jobs (in fact that is probably desireable as these lots would be used as filler type buildings, probably often some distance from a road). Red Brick Plaza http://sc4ss.web.fc2.com/lot2.htm KRG Parkings on slope Obviously the krg onslope parkings start life as 1x1 lots but in the picture above there are also larger buildings right to the 'edge' of the slope with retaining wall, which suggests to me that fasan used a totally different technique to that described above for at least some of the relotting, and may even have been using a couple of techniques to acheive similar effects. Anyone out there have any experience with multi-level lotting? Even if thats a reply to say dont even bother because it's far too complex
  21. Does anyone know if it's possible to make longer train stations tracks in asset editor? I've read in a couple threads that people have done it with "Move It" mod and "Advanced Building Editor". (@sokayha @Lee Towers @Tim The Terrible) So far I've loaded a station template, dragged the tracks a few meters on either end and added spawn points but the "draw line" tool in game cannot find a path...
  22. Somehow, asset editor doesn't work anymore, I can't add any trailers to my train, any ideas ? Do you have the same trouble ?
  23. Preview of my upcoming McDonalds NA, Tell me what you guys think.
  24. In trying to make and edit my map themes, specifically Arid Beauty, I have come across a massive problem: the default map used in the theme editor. It's terrible. It's just terrible. It's a crappy-looking map. It's confusing. There's little way to tell which colors you're changing unless you experiment and see which ones change on the map. There's only one section of road - a highway - which doesn't give a good enough representation of what your road colors will look like. It just makes the process of creating or adjusting a theme more difficult. Would it be possible to make it so that the game uses a different map when editing and previewing themes? Be it one of the game's other maps, or a custom map? Even better, what about a save-game?
  25. Anyone can explain me why happens this to my model?
×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections