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Showing results for tags 'lot'.
Found 283 results
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Hi guys, I edited a custom lot called "Hockey field" (campo da hockey). I put some people props in the side and other in the center of the field. When I put it in the game I can see only the people in the side but not the people in the center. Can someone help me? I attach the files. Thanks campo da hockey-0x5ad0e817_0x16a38c3a_0x30000.SC4Model PZ2x4_Campo da hockey_96acc80c.SC4Lot
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Hi guys, i would want to create new buildings with animations by bat in GMax. For example I would want to edit a Dutch windmill with the wind blades rotating as eolic power plant. Is it possible. How can I do? Thanks
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Is there anyone out there, who could make a "Retro Restaurants" pack, to help with my city?? I would greatly appreciate it & will send photos of it being used, if one could be made. I'm looking for restaurants like Sizzler, Old Country Buffet, Round Table Pizza (the classic stand alone sit down ones), Chuck-A-Rama, etc. If anyone can help me, I will be super grateful, and will help find references, to speed the process along.
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- commercial
- lot
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Hi! I've been getting increasingly into tinkering with my mods and creating edits of vanilla lots to play with. One thing I've been really wanting in my game is small, tiny schoolhouses for small neighborhoods. Tiny neighborhoods are neat for keeping commutes short, you see. So I have oft ended up plopping the vanilla 2x3 elementary school down and just consistently using a tiny fraction of the budget, over and over. it's hard to fine tune the budget using so little of the bar and if I only have 30 students in a school I feel like maybe I should be able to use a bit less space. 2x2 or 1x2. The problem I run into is that any time I try to set the school capacity lower than 500 in the ilives reader, the school just totally stops working in the game. If the capacity is under 500, no students attend the school at all, regardless of all the unused capacity. Does anyone know why that is? Is there a way for me to get around/ change this? And if not, why is that the case? Thanks for anyone's time reading, cheers!
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I just would like to covert these landmarks into industries with jobs PIM-X is confusing. Can someone post a video please?
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Hey everyone, my first post in a long time I've been working on a new DLL mod that makes finding and plopping lots a lot easier. Here's what it does: Features: In-game UI window with searchable lot browser Filter by zone type (R/C/I/Ag/Plopped/Other), wealth level, lot size and if necessary Occupant Group as well Search by building name or description Shows building icons and details before you plop (if they exist) Should works with all custom content and growable buildings Hotkey to toggle the window (customizable, currently uses O which is not mapped to anything else in the base game) Why: Instead of scrolling through endless menus (though the Submenu DLL has already improved this a lot, thanks memo :D) or trying to navigate the awful builtin LotPlop or BuildingPlop dialogs, you can just search "police" or filter for "2x3 commercial $$" and see everything that matches. The tool interfaces directly with the game's placement system, so plopping works exactly like using the normal (sub)menus to plop something. Video of the advanced lot plop tool in action here (on Streamable) Note: The mod uses Dear ImGui for the interface and hooks into the game's DirectX renderer. It does need DirectX11, which means it will only work for people running SC4 in DX11 mode via dgVoodoo (or potentially other DirectX wrappers). First release: A first release is now available on GitHub: https://github.com/caspervg/sc4-imgui-advanced-lotplop/releases/tag/v0.1.1 This is very much a "works on my machine" kind of release. My machine in this case means Windows 11 25H2, SimCity 4 Deluxe Edition (Digital from GOG) and dgVoodoo3 set to DX11 mode. But you might be lucky with some other configurations too, definitely let me know! Some screenshots are attached Suggestions and comments appreciated!
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How do you manage to create large lot systems?
Samu64d posted a topic in SC4 Modding - Open Discussion
One of the main limitations of the Lot Editor is that a single lot cannot have more than 1024 props on it. When you reach the limit, the LE will not notify you, but when you click the save button, the excess props are silently discarded. The LE of PIM-X will raise an error, IIRC. The only way to handle this is to split the lot into smaller lots. Now, I have a question for anyone working with large/modular lot systems: How do you manage to get proper alignments (of prop LODs, textures etc) and working with continuity if you can visualize only one lot at a time? Is there a way to preview two lots side by side without visualizing in-game the lots? -
- 2 Comments
- 1 Review
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- 4
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- commercial
- cs$
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- 1 Review
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- 5
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- residential
- r$$$
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- residential
- r$$
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Here are the fixed gas stations. Maxis made these gas stations too small. To install, simply click on the download link below and extract all the files to C:\Users\User\Documents\SimCity 4\Plugins Gas Station Fix on the STEX.
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Crazy terrain holes plague custom made lots
TheMurderousCricket posted a topic in SC4 Modding - Open Discussion
Hi Everyone. I was wondering if anyone can shed some light on this... I am trying to create several large lots, the largest of which is 13x20 tiles across. The lot is supposed to be slope-conformant and follow the terrain form. I already made such lots to create forest spaces for example. However, this time, when I place my lots onto the slopes, I get abominable holes and basins like in the picture below. As you can clearly see they always appear in a different portion of the lot. I don't understand what might be causing this... The test lots you see below are completely empty - there are no objects that could potentially cause levelling out of certain portions of the terrain and textures alone don't have such properties! Do they? Below you can also find the settings that I use in order to get a slope-conformant lot (something which worked before). EDIT: I also checked a couple of items that are supposed to be slope-conformant made by other creators and these lots also experience this strange behavior. Whenever they are placed on slopes, even gentle slopes, they instantly trigger this "toilet bowl bug". I believe this is the kind of problem worthy of the CoriBoom team intervention... Something certainly isn't right here.- 5 Replies
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- lot
- lot editor
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Version 1.0.0
238 Downloads
Hello. This is my first ever BAT, Scranton Business Park. It's the location of the Scranton branch of Dunder Mifflin Paper Company, from the US version of 'The Office'. The real building is in Los Angeles, California. General Specifics: Lot Size: 3x4 Type: Ploppable (with jobs), and Growable Stage 4 Purpose/Wealth: CO$$ Night Lighting: Maxis Nite and Dark Nite models included Dependencies: *BSC-VIP Girafe Poplars: (https://www.sc4evermore.com/index.php/downloads/download/27-sc4d-LEX-legacy-bsc-vip-girafe-flora) *BSC Mega Props JES Vol01: (https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack) *BSC Mega Props CP Vol01: (https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack) *SHK Parking Pack: (https://community.simtropolis.com/files/file/27563-shk-parking-pack/) *SuperSHK MEGA Parking Textures: (https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/)- 2 Comments
- 6 Reviews
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I am using a lot of custom content. Unfortunately, some of them come with lot icons that make it impossible to select the proper lot in the first time. One example is riigas Asphalt Path Set, which basically is marvellous, but the lot icons are .. well ... partly unintelligible to say at least. So, I was looking for a way to improve this situation and stumbled across this thread. It was just a minute of work to create the first icon set, but now I'm stuck with exchanging the icon file within the dat file. As far as I understood, I need to import the new icon file into the dat file, set the TGI values to the original PNG entry, and then delete the original icon entry. So this is how far I have come: Original file: Importing the new icon file (via "Insert fiel" vrom the context menu): Original file with the new icon file loaded: So far, this seems to be successful, however, I cannot figure out how to change the TGI values of the new PNG file to those of the original one. Any help is much appreciated!
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Hi guys, I have a question. I built some custom lot and now I'd want to add requirements to build them. For example I'd want to build a specific power plant when city population is 100.000. How could I do? There's some topic in this forum explaining it? Thank you very much.
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Version 1.0.0
290 Downloads
This is a set of growable low density residential lots for SHK Villas, and 3 CS$ low density growable lots. I found SHK Villas a nice Italian/Mediterranian style houses addition to the game, but unfortunately the autor (shokthrpy) only looted them as eyecandy lots. That's usefull for a MMP scenario but not for a growable city. Back in 2013 I decided to lot a growable package for my cities but never uploaded the pack. I think it's time to upload them. The set includes 20 residential lots combining different sizes (1x1, 1x2, 1x3, 2x2 and 2x3), and 3 CS$ lots (1x1 and 1x2) Low Density Residential Building style: Euro (In the future I want to change it to Mediterranean style or whatever when the new building styles will be fully implemented) R$ - 6 Lots R$$ - 12 Lots R$$$ - 2 Lots Dependencies: SHK Villas (For Models) Nams PROPS PACK Vol 1.dat Nams PROPS PACK Vol 2.dat BSC MEGA Props - CP Vol01.dat BSC MEGA Props - Misc Vol02.dat BSC MEGA Props - SG Vol 01.dat BSC Mega Props - CP Vol02.dat All 4 BSC MEGA Props Included in: BSC Common Dependencies Pack Hope you enjoy!- 3 Reviews
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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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Hi! Through whatever route you have found this thread. After some time of posting the stuff I made, I figured it was about time to create a central spot to share the things I'm working on. Maybe get some advice from others or possibly offer it to people. My cities are usually Scandinavian inspired, so the lots will most likely focus on that part of the world. Feel free to let me know if there is a building you would like a lot for. No guarantees though! What you'll find here Lots of lots and possibly some textures. What you won't find Models of any kind. Figuring out PIM-X was hard enough and with limited free time I don't have any ambition to start making models. Besides, we already have over two decades of other people's work available right now
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Any Lot Plop or Building plop DLL in developement?
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Sorry for what I'm sure is a stupid question. I've downloaded a lot of wonderful lots, but I don't like how 1 or 2 appear in my game, and want to remove them. Problem is, despite my attempts to keep my plugins folder organized, some of them have in-game names that don't match their file names, so I have no way of knowing what lot is what when browsing the files in Windows Explorer. Therefore I have no way of knowing what file to remove to get these couple of pesky lots out of my cities. Surely this is a problem that's been solved, probably easily. Would you please tell me what I need to be doing to easily ID lots out-of-game, so I can remove the ones I don't want? Thank you in advance! I love all of you for providing such great content so long after this game was developed!
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Version 1.0.0
282 Downloads
Hello everyone! I really enjoyed making my first house pack so... here i am again! This second pack consist in 2 models, each model have 4 variation and each variation at least 3 (up to 5) lots. I did the math fot you. It's 37 lots. As for the previous pack, all the lots come in 1x1 and 1x2 sizes and are suitable for a w2w environment. They all belong to the Euro tileset. If you haven't already done so, feel free to take a look to the previous Salento House Pack DEPENDENCIES - BSC Common Dependencies Pack - You will also need the gorgeus Environment DLC by Barroco Hispano for most of the trees to show up in lots EDIT: One of the models also come as a commercial building, despite it doesn't appear to be one. I did it on purpose, to reflect the fact that many people in south Italy may work from home. This doesn't only apply to remote workers but also to beauticians, barbers, lawyers, financial advisors (...and so on) that may have their office/laboratory right into their homes. If you are not interested in this feature simply delete the "CS$$" files from the R_SalHouse_07 folder.- 3 Reviews
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- mediterranean
- italy
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Version 1a
104 Downloads
Description: This plugin contains some sets of modular parking lots that can be put together in many ways (your imagination is your limit) to create parking lots. Since there are already some modular systems with asphalt textures with white parking lines online, I created sets with gravel and dirt textures instead. Most of these lots allow cars to park on them; however, it is arguable whether this is so useful, since, as you may know, one cannot put several transit-enabled lots next to each other because traffic cannot travel between two lots. Currently, there is a total of three sets, sorted by texture: Gravel, dark dirt, and light dirt. For further information, please refer to the Readme in the download. Note: There's been a last-minute change which is not reflected in the screenshot. I had to use different car props due to some technical issues with some cars appearing only during the day, others only appearing during the night. However, they are mostly placed the same way it looks in the screenshot. Available languages: English, German Dependencies: 11241036 Textures Version 4 (Aug 20th, 2024) and above: https://community.simtropolis.com/files/file/33651-11241036-textures/ PEG MTP Super Pack: https://community.simtropolis.com/files/file/20966-peg-mtp-super-pack/ KSTeam S54 – Prop Pack Vol01: https://www.sc4evermore.com/index.php/downloads/download/234-ksteam-s54-prop-pack-vol01 SC4D LEX Legacy - BSC Common Dependencies Pack: https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack You only need the files containing the BSC-VIP Girafe Carpack vol01-vol02 v2 (Original) and the BSC-VIP Girafe Carpack vol03 v2. Seasonal Woods (2nd iteration) (you only need the file GSW_Dummy Props.dat): https://community.simtropolis.com/files/file/33889-seasonal-woods-2nd-iteration/ Optional but helpful: SPOT (for the yellow orientation blocks): https://community.simtropolis.com/files/file/24509-spot-simpeg-plop-orientation-tool/ Submenus DLL: https://community.simtropolis.com/files/file/36142-submenus-dll/ Installation: Step 1: Copy or move at least one of these files into your Plugins folder: PLS DirtDark.dat PLS DirtLight.dat PLS Gravel.dat There is one file per set of parking lots; decide yourself which ones you want to keep (you can keep all of them, they don’t override each other). Step 2: Copy only one of these two files into your Plugins folder: PLS Submenus_Parking.dat: This file will put the PLS into the Parking submenu that comes with the Submenus DLL mod PLS Submenus_MiscTransit.dat: This file will simply put the PLS into your Miscellaneous Transport menu. To uninstall, please remove all instances of these parking lots from your cities and then remove all PLS files from your Plugins folder. Submenu compatibility: This plugin has been optimized for usage with Memo’s Submenus DLL. This means that users that have downloaded and installed this mod will find all parking lots being placed into their own submenus. You will find a PLS submenu containing three lower submenus, each containing one texture set of parking lots. Depending on your choice (see step 2), the PLS submenu will be either in your Miscellaneous Transport menu, or in the Parking submenu. All other users will simply find these lots in the Miscellaneous Transport menu. The PLS submenu icon looks like this (not very creative, but it will have to do): Compatibility: This plugin is only compatible with SC4: Deluxe or SC4 with the Rush Hour Expansion pack installed.

