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Showing results for tags 'european city'.
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Hi everyone This is my first post despite being a follower of the community for quite a while. As a brief introduction, I started playing again sc4, one of my favourite games as a child, during COVID pandemic and I ended up discovering and opening the Pandora's box of custom content that kept this game fresh even after more than 20 years. As an architect myself I've been gradually dragged into experimenting with models and modding, so finally I felt like I had to give my humble contribution too. There is one thing in particular fr me that has always had great unexpressed potential: fractional angled networks. I’m European and I always wished to build realistic neighborhoods with w2w blocks following the different orientations of historical roads, or create urban grids with different directions. So, also inspired by this old bat, I worked back and forth in my free time to develop a system of fractional angled w2w buildings that cover most of the possible combinations of the current FA3 road network, in both the mirrored versions. The lots are mostly 1x3 in size, to match the FA3 grid, and I tried to keep the same distance from the road as it is in the orthogonal network. To identify the different types, each fitting a different canfiguration, I gave a code of numbers and letters: "S" for straights, "T" for transitions", "C" or Corners; then the orientaions: "R" for right, "L" for left. The test models are in a classic european style, mostly using as a reference Copenhagen Vesterbro, but I would like to add more variety in height and details. For more realistic proportions I also divided the longer buildings in 2 parts,unfortunately I realized too late that this way the roadside T21 trees of the FAR draggable are exactly in front of the entrance doors, glitching with the facade especially when using a tree replacement mod (should i rethink the models or is there a simple way to move-remove those trees?) Among the various issues that have emerged these made me questioning the most: Buildings, props and lots To create lots I used these blank models and turned my renders as overhanging props in PIM X. Not sure if it is the right approach. I noticed aslo that the nightlight seems not to always function correctly, even with all lots being powered. Is this related to the props which are partially offset, the blank building or is it just random? However if the models are directly set as buildings in PIM-X , instead of props, the nightlight seems to always work. I would need to reshape my carefully thought system of offsets in 3dsmax tho, not to mention the risk of immortal lots. So Which is the best strategy overall? Functionality The way to go i guess is to make the buildings as ploppable landmarks, the new submenus system can then be used to make them easy to find (would be nice too have a specific FA submenu, that maybe could include diagonals too, but never mind). I’d like them to be functional too and the growify plopped building cheat works perfecly to solve that. With commercial is easy, but how should i do if i want them to be also residential? In PIM-X there is no option for residential ploppable and set them as growables is out of discussion as they could randomly appear on normal networks. Apparently i’m not the only one interested in this, is that the way? Sidewalks Testing the growify DLL I noticed one more interesting thing: Usually a full sidewalk does not appear with ploppable lots for density reasons, leaving the grass visible along the road. But the growify DLL updates also the behaviour of the sidewalk according to the building category and density: redrawing the road was enough to show up the full sidewalks after growifying. This is a good way to avoid “no grass” mods, fillers, or the tedious work of making offset sidewalks embedded in the models. In alternative I was using also the old FA3 puzzle pieces, with the NAM facelift mod that shows full sidewalksand has no trees (but no lights either) and easier to build crossroads. Actually I made a custom texture override for the crossroad puzzle pieces to add the zebras, (you might see it in some pictures), but they only work with the puzzle pieces, is that the corresponding draggable textures have a different IDs? Or maybe was just a rought attempt using an old repository... Nightlighting Back to lights I never liked much the fixed night renders coming with bat4max, They have better quality, but i love to play with the sunrise-sunset transitions. Rivit did a great tool in GoFSH to mod lights and nightypes. I did some tests, a bit tricky but it doesn’t seem rocket science. therefore I’m thinking to go this way, render a fixed night with bat4max, then make it adaptable using Gofsh and eventually share that, instead of rendreing and uploading both MN and DN. Does this make sense? It is still a work in progress so suggests and critics are more than welcome Enough for now anyway, cheers, Alessandro
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- fractional angle
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Welcome to Tunare, the capital of the republic of Costania! Tunare is the largest city of this insular nation with an interesting and rich history. The city lays on both banks and the delta of Klisa river and partially at the Tuna Bay (that's where the name Tunare comes from) near the geographical centre of Costania. Let's have an initional tour of the city, shall we? If you decided to visit Tunare via train, you're most likely to come to the Tunare Main Railway Station (local name Tunare Hirdet Fereletstas). The current look of this huge structure was finished in 1978. It's the main getaway point (apart from the airport that you'll see in another CJ). If you need to stay near the station for jus one night, you can stay at Marriot Hotel next to the station. Just a few minutes of walking away, you can visit an Old Town district (Altet Stat in local language). You'll be amazed by well-preserved historical centre with one of the main dominants of the city - St. Nicholas cathedral, a neo-gothic structure build in 1844. According to a local legend, St. Nicholas, a patron of sailors, helped the first settlers from British Empire and Spanish kingdom to discover Costanian island. As a gesture of thankfulness, they've built a church that has been lately rebuild into its current version. Old harbor used to be the main water getaway point to the city in the past. Now it is more like a tourist attraction with small marina, surrounded by old picturesque houses. Old and new town hall. In the old (smaller one) building you can visit City Museum. Next to the historic centre you can find a piece of modern architecture. This is the Tunare Museum of Modern Art (shortly TuMMA). It was open in 2009. And before we get off the historic centre, here is the overview of Altet Stat.
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- old tow
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Cities Skylines :: European City :: Dunham :: Episode 7 - industrialization
Worldmaker posted a City Journal entry in Dunham
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feeroz123, Tonraq, Benedict, vinlabsc3k, Biff Weissglut > Thank you everybody Hi everybody, I was a little bored with Kookart, so i began a new city: Olsènes 1 2 3 4 5 I hope you like it. More pictures are coming.
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Euro City Hello. I want start from main street. I hope you like it The stylish, European style main street. Recha Supermarket. European people loves this :-) Villa French Villa The Tram! Blue Tram! Red Tram! The Church New update! Skyscrapers and mid-size buildings in €uro City! Main St. have new look! Bank Office and Residential building! Alternate shot New residential buildings for elites Alternate shot of residential building The skyscraper office. The night shot of skyscrapers Mid-size apartments from Aqua Park Offices from Aqua Park I hope you like it

