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Showing results for tags 'ground'.
Found 20 results
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Hi everyone. I have a doubt. Can someone help me how I get to ground on my elevated highway of 8 lanes? ? (Elevated real highway of 8 lanes - - > Ground real highway of 8 lanes.) ? (NAM 43 version) Thank you in advance
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Houston, we have a Problem with Textures...
City_Slider posted a topic in SC4 Bugs & Technical Issues
Hello everyone, after i createt my "Underwater Connections" by using the setseelevelzero.dat, and i removed that dat out of the Plugin Folder... and i´m still hanging around there. How could it be and how can it to be fixed? I´m lost :-/ -
Tutorial... Build a Bridge over a Canyon with Network on the Ground.
City_Slider posted a topic in SimCity 4 General Discussion
Hello everyone, This will be a Tutorial showing how to build a Bridge over a Canyon with Networks under it and allowing all types of traffic to use it. You must have: NAM (v 32+ should work).: STEX: On LEX (Registration is needed): https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851 The Rain Mod (Not on the LEX): And the Hole Digger from smoncrie: Hole Digging Lots V2 (Not on the LEX): https://community.simtropolis.com/files/file/3599-hole-digging-lots/ Nice to have, but not needed (*whisper* you need it, trust me :-) ). The God Terraforming in Major Mode on STEX: On LEX (Registration is needed): https://www.sc4devotion.com/csxlex/lex_search_00.php I'm so sorry, but I use the German Version. So the most Pics show German text. I hope that's ok with you :-/ *wisper, i made this How Too on an old Desk PC with NAM32 on it. -
Hi all, im trying to build a Neighborhood Connection by using an sunken Highway. But i cant figure it out, how the Tiles are one the same Level on both sides. Any Idears? And believe me, im trying it more than 7 Days :-/
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I have downloaded (as in the picture) a desert flora but is there a way to download the entire city ground the look a paticular color instead of the default green squares?
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Version 2.0.0
1,259 Downloads
SM2 Longstone Lighthouse Longstone Lighthouse is an active 19th century lighthouse located on Longstone Rock in the outer group of the Farne Islands off the Northumberland Coast, England. Completed in 1826, it was originally called the Outer Farne Lighthouse and complemented the earlier Inner Farne Lighthouse. The lighthouse is best known for the 1838 wreck of the Forfarshire and the role of Grace Darling, the lighthouse keeper's daughter, in rescuing survivors. Wiki link https://en.wikipedia.org/wiki/Longstone_Lighthouse I tried to recreate it as close as possible as the real one. I also made a rock base with custom LODs for best visual. It can be plopped in any scenario. 1) On deep water. 2) On shallow water ( You can see the rock base) 3) On land 4) In between 5) On different terrain gradients so that more or less base will show according to terrain elevation. Tons of possibilities.. Stats Lot size 1x2 overhanging Plop cost 4000 Bulldoze cost 500 Power req 1 Water req 0 Monthly maintenance 10 You will find it under the seaport menu This lot generates its own power for the night lights. You do not need to bring power to it. Dependencies SM2 Mega Prop Pack Vol6 https://community.simtropolis.com/files/file/34872-sm2-mega-prop-pack-vol6/ Simmer2- 5 Reviews
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Guys help my factories' ground is missing.
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¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ Good evening, dear readers. Today's workaround from the Reporter Team goes along the previous chapter subject: soccer. Traveling through the West South Expressway to Kar Herne District, the new home ground for the nation-wide known Tarrë Football Club. The biggest story of success sports-wise. The club, born oficially in 1986 at the outskirts of the historic downtown in some dirt football grounds. After years and years of struggling and being, lonely, in a country with no other professional club besides… The only solution, asking for a spot at the French Football League. Years ahead. Years ahead. The team and magnanimous Old-Caline Stadium remained sealed. Stopped. Until, the team, entered the league, the ascension began. Then, everything went along. The old-precinct wasn't enough, so the new stadium: The Caline West Stadium, became for a long time, the mega-project of the nation. A first-class ground, with training facilities; a complete visión towards becaming a top class club in Europe. As you, may now know their biggest rivals, Sputts F.C. are gaining thrust towards the admission to the same league. Who may say, one day we may see the national derby, once again. ¡MATCHDAY NIGHT! ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ -- "Dear night, enjoy this place so that forever it'll remains yours, take our spirit towards the light." -- said our fellow president and old-time captain of the team, Iniek James. Those words claim the doors of their home. ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
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I'm currently experimenting with lotting, namely creating large BATS that act as base layer then adding props on top to create 'dioramas'. In the image attached, everything you can see that's the 'ground' (grass, paths, parking lot) is one big model (saved as a prop), raised 0.151m so shadows will be cast. To save time and have more flexibility, I'm trying to have things like driveways, paths, parking lot markings etc. as props, so they can be moved around in the LE without the need to re-build and re-render the whole base model every time I want to widen a driveway or add a new surface. The problem I'm having is that if I raise the path all the way to 0.29m, the threshold for shadow casting, I get the dreaded comb effect as shown in the screenshot. There's a ~0.15m gap between the base prop and the driveway prop, so this obviously isn't enough. I've tried changing the props exemplars to true and false for 'is ground model', I've tried sinking the base model and I've even tried spam plopping tons of driveway props to try and cover up the combing Anyone out there experienced similar or knows of a workaround? @Jasoncw I'm looking at you, o wise and ever helpful one
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Building continuing below the ground level?
Kliekie posted a topic in Cities: Skylines Modding - Open Discussion
So recently I started working on a new mod: Griffith Observatory in Los Angeles. It's a building on the top of a mountain, looking over the Griffith Park. The front side is normal height on the ground level, but the back of the building goes lower and lower into the mountain, as can be seen on this image: So right now I'm testing the model in game to see what's the best way to get the back part looking like that, I figured with ingame terraforming I could get a lot done. if I make the grid smaller than the actual building terraforming should not be a problem. I do however bumped into an other problem which I just completely forgot. Everything below ground level will have a dirt texture on it. How would you guys solve this problem? Is that dirt texture removable? and is there a way to make sharper mountains, just to make sure no ground will be poking trough the model anywhere? Thank you in advance.- 14 Replies
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- cities skylines
- terraform
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Hello, Please see the image. I want to pass railway lines below railway lines. In the image, I used the rail under rail connector piece but can't join it with rail lines. How can I achieve that? I don't want to use underground railway or Elevated railway. Please help Thank you
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Version 1.1
35,717 Downloads
See your City from the Eyes of your Citizen based of AlexanderDzhoganov FPSCamera, all Credits to him! Click on the new Camera button in the Topright to open the Configuration. Controls: Scrollwheel Up/Down - In/Decrease sprint speed W - forward S - back A - left D - right Q - down E - up Configurable Controls: Tab - Switch to STG Cam and back to normal Left Shift - Sprint Installation: The Mod must be Installed into a subdirectory (.../Mods/YourFolderName/STGCamera.dll) Source: https://github.com/neocromicon/Skylines-FPSCamera Greets neo- 22 Comments
- 14 Reviews
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Version 1.0
31,990 Downloads
DESCRIPTION: This mod removes the blue-green astro-turf with seam lines that is used as grass on most of the ($$) and ($$$) parks. It replaces it with a natural look similar to what is used on zoned lots and the ($) parks. DETAILS: This is my first mod. I personally found the default grass texture on the parks and other buildings to be very unattractive. The off color does not blend into any environment. In addition, the texture has obvious seams which make it look even worse. I created textures that use a similar system for the ground texture as the zoned house lots. I also added some subtle details which look different under different ground conditions. No two parks will look exactly the same and all should blend nicely into the local environment. DISCLAIMER: This mod does not change anything other than two textures used for the grass and should be safe for online non-sandbox play. This mod is purely cosmetic so it can be added to and removed from any existing or new city. I have tested it but it is NOT tested under all conditions since I only own the base game. This mod affects every instance where the astro-turf is used on any park, building or landmark lot. KNOWN ISSUES: ***UPDATE*** Due to the nature of the game, adding the Natural Parks mod also removes the system that stopped the grass that grows from the landscape from appearing. This could lead to some parks looking overgrown when viewed up close. I have created a seperate mod that addresses this issue and I highly recommend trying it. It is called "Cut the Grass", link below. Link to Cut the Grass MOD INSTALLATION: Copy the Manx_Natural_Parks.package file into your ...\Origin\SimCity\SimCityData\ folder. Just remove the same file to uninstall. If anyone runs into any issues, just let me know. Enjoy! SteveManx -
Version 1.0
19,021 Downloads
Before going any further about the description of this BAT this is DmScopio's BAT it hasn't been released here, so I Emailed DmScopio and I was authorized to upload here, this BAT along with others. Overview First National Bank Stadium or simply FNB Stadium, also known as Soccer City and The Calabash, is a stadium located in Nasrec, the Soweto area of Johannesburg, South Africa. It is located next to the South African Football Association headquarters (SAFA House) where both the FIFA offices and the Local Organising Committee for the 2010 FIFA World Cup were housed.[2] Designed as the main association football stadium for the World Cup, the FNB Stadium became the largest stadium in Africa with a capacity of 94,736. However its maximum capacity during the 2010 FIFA World Cup was 84,490 due to reserved seating for the press and other VIPs. The stadium is also known by its nickname "The Calabash" due to its resemblance to the African pot[3] or gourd. It was the site of Nelson Mandela's first speech in Johannesburg after his release from prison. It was also the site of Chris Hani's funeral. It was also the venue for the 2010 FIFA World Cup Final, which was played by the Netherlands and Spain. Statistics Lot size : 18 x 18 Cost : Free Will be found in the landmarks menu dependencies BSC Textures Vol1 - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 Do's and don't! Do enjoy this wonderful BAT! Do credit DmScopio, it's his amazing work 8) Don't upload to other sites without his authorization -
Version 1.0
4,083 Downloads
This lot will transform your delicious GHSR into a lovely subway. I would very much prefer it if at the other end of the tunnel you used the same transition, but anyway, this lot has the same bug as the OPTIONAL dependencies in the fact that if you have SimGoober bus stops, you will have a SimGoober Query window. Anyway, this lot unfortunately uses a bus stop as a base, so will have a bus stop window instead of a rail. But that doesn't matter. Please rate and comment! This lot uses NAM, has_dependencies, and Xyloxadoria props. Lotting and enabling by Fatherted. Dependencies: Elevated Network Props by Xyloxadoria Network Addon Mod (Windows Linked) has_dependencies.dat (FIRST green download button on the page) High Speed Rail Project (Duh) (Windows Linked) Optional: Car to Subway Transition and Desirability Increaser Car to Subway Extension Pack NDEX made some cool rail and GLR to subways, so I won't be doing those. -
Hiya, I was placing a row of houses along an existing road using the auto-line tool when all of a sudden, a black hole appeared in the ground over where I was building. Like literally black into nothingness I quit the game and reloaded the city, and now the black hole has turned into a giant sink hole (screenshot 1). Also, when zooming out, my entire city has a "sunk into the ground" appearance. That light in the second screen shot does change with time of day. The hole can be covered with plazas but it is so irritating, and this doesnt equalise the ground level. I cannot build roads or houses on top of it. Thanks in advance for any suggestions.
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Version 1.0
4,182 Downloads
This is the first ever-multilane highway sign that is available both as a ground sign and elevated sign. I have included 2 ground electronic signs and 2 elevated electronic signs. All of these are transit enabled and all have night lighting. Just insert a ground or elevated sign on top of your existing highways. Or simply plop a sign down and run the highway through it. Electronic signs are used on highways to indicate traffic problems or used instead of regular highway signs.<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /> Instructions: 1) Place all lot, description, and models files in either Mydocuments or SimCity plug-in folder. -
Version 1.0
4,510 Downloads
UPDATE to Version 3 (24 May 04): * Fixed incorrect drawing of first car of subway train * Simplified packaging and shrunk files * Altered paint scheme and car spacing to be more attractive This Metroliner set includes a matched set of Amtrak Metroliner cars for your elevated, subway, and surface rail enjoyment. All are in Amtrak's "Phase 3" paint scheme: red/white/blue stripe with black lettering. Cab fronts are now red, as most people seem to prefer that and it looks better in the game. A special credit goes out to Trolca. Believe it or not, these started life as his LIRR passenger cars. You can get them, and more freight cars than you will believe possible, in Trolca's Train Set, available in the Mods section here at Simtropolis.- 6 Comments
- 10 Reviews
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- train
- passenger car
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Version 1.0
4,768 Downloads
UPDATE to Version 3 (24 May 04): * Fixed problem with first subway car not drawing correctly. * Widened car spacing slightly to look better. * Simplified packaging for easier use and smaller file sizes. * Added extra cars to mix with other sets If you have a previous version, remove it completely and use these files instead. This set contains original-replacements for all the passenger rail types (surface, el, and subway) in the game, for a total of five files. You can use any or all of them, there are no dependencies. They are UDI-enabled and have night lighting. The destination signs on the side of the train light up at night too, which is kind of cool I think. Not having seen these trains in person, I did the best I could from photographs. I chose the "rainbow front" scheme and not the "black front" scheme because it looks prettier in-game. In real life, MARTA runs the same basic trains as the DC Metro, just with tapered car-ends, different paint, and different sign placement. Similarity is therefore intentional, because that's how it is. I tried to get the detail as close as I could, right down to the no-smoking sign on the front. If any Atlanta-area residents have any corrections, I'm all ears. Enjoy! -
Version 1.0
12,185 Downloads
Ground Fog Mod V1.0 This mod was originally created by Darkmatter and Improved upon by Redlotus. This version was improved even further by me to make thicker fog. To install it just remove the old fog mod if you have it installed and place the new fog dat into your plugins directory. Thanks to Darkmatter and Redlotus for the previous version. Gizmo

