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City-building game(s)

Found 30 results

  1. Kanelloy Clock Tower

    Version 1.0.0

    257 Downloads

    This is my 6th BAT! I was making it a year ago, but gave up due to various errors and limitations of Gmax, but I finally completed it thanks to the development of BAT4Blender. I would like to thank everyone who developed BAT4Blender and helped me create my BAT.♥ This BAT is my own designed building inspired from Art-Deco buildings from NA. The .zip file contains MN and DN folders, each of which contains Ploppable (Landmark, CO$$$) folders. Please select one of MN folder or DN folder and put it in Plugins folder. DN folder requires the Day and Nite Modd. No Dependencies - Landmark Lot (CO$$$) Lot size : 4x4
  2. Version 1.0.0

    190 Downloads

    This is remastered version of my 1st BAT. At the time, I was very inexperienced at making BATs and had a lot of parts I didn't like, so I remastered them back to BAT4Blender. It's my own designed building inspired from old vintage Art-Deco buildings from America. The .zip file contains MN and DN folders, each of which contains Ploppable (Landmark, CO$$$) folders. (I only made a landmark version because I thought it would look weird if there were multiple identical buildings in the city.) Please select one of MN folder or DN folder and put it in Plugins folder. DN folder requires the Day and Nite Modd. No Dependencies - Landmark Lot (CO$$$) Lot size : 3x3
  3. Clovilton Palace

    Version 1.0.0

    302 Downloads

    Finally, I made a BAT with BAT4Blender! Thank you to those who made BAT4Blender and everyone who helped my BAT making. 👍 This is my 4th BAT. This is a building that I designed myself inspired by the Beaux Arts buildings in North America. The .zip file contains MN and DN folders, each of which contains Growable (R$$$) and Plopable (Landmark, CS$$$) folders. Please select one of MN folder or DN folder and put it in Plugins folder. DN folder requires the Day and Nite Modd. No Dependencies - Growable Lot (R$$$) Lot size : 3x3 Tileset : New York, Chicago - Landmark Lot (CS$$$) Lot size : 3x3
  4. Version 1.0.0

    226 Downloads

    My 3rd BAT~! Thank you to everyone who advised making the actual building to SC4 building and about fixing the BAT error. It's Guaranty (Prudential) Building in Buffalo, NY, which buit in 1896 by Louis H. Sullivan and Dankmar Adler. The .zip file including Growable and Ploppable(Landmark) folders and files. Both CO$$ and Landmark are 2x2 lot size. Both MaxisNite and DarkNite compatible. No Dependencies Tileset : New York, Chicago
  5. The Fealds Theatre

    Version 1.0.0

    255 Downloads

    Finally, I upload my 2nd BAT! Thanks to everyone who gave me advices. It's my own designed building inspired from 'Paramount Theatre' in Seattle. The .zip file including Growable and Ploppable(Landmark) folders and files. Both CS$$ and Landmark are 5x7 lot size. Both MaxisNite and DarkNite compatible. No Dependencies Tileset : New York, Chicago
  6. Version 1.0.0

    378 Downloads

    This is my 1st BAT upload! Thanks to everyone who helped me with my BAT making. And thanks to all the tutorials and threads! It's my own designed building inspired from old vintage Art-Deco buildings from America. The .zip file including Growable and Ploppable(Landmark) folders and files. Both CO$$$ and Landmark are 4x5 lot size. Both MaxisNite and DarkNite compatible. (I'll add the DarkNite version when I learn how to make it one day.) No Dependencies ---------------------------------------------------------------------------------------------------------------- ! Information Update ! I didn't know that BAT made with Gmax is compatible with both MaxisNite and DarkNite. (Thanks for the information Jasoncw!!) So even though I wrote (MaxisNite) in the file name, the file is compatible with DarkNite mode too.
  7. I have a silly question, really, but i need to find out. How many of you guys use darknite mod with buildings mods with maxisnite built-in? Asking because if there are too many maxisnite building mods prior to dsrknite, what will happen? Will my computer crashed? Btw it happened before (not because of Darknite mod though). My game crashed midway and changed my calendar from 2023 to 2048. Had to reinstall and start all over (which was unnecessary but too late to realize. I just had to change the calendar back at the time). Just trying to avoid myself from messing things up again with my number 1 city building game.
  8. I am having an issue with buildings and props not lighting up at night. Only the original simcity4 buildings and lots light up at night, none of the buildings or lots that I have downloaded light up anymore. Most of the files are DN. I have downloaded the darknite (simfox day_night mod), which did not solve the problem. With or without the darknite mod, the buildings still do not light up. Anyone know of a fix?
  9. Hi guys. Here's the place where I'll talk about a project I'm starting, the reasons why I am doing this (or trying to do this), how I will do it... and share the results with you (if possible, because there will be complications and I'll also talk about that). ------------ First let me tell you that some of you will not agree with what I'll be saying, some of you might even truly dislike it. And also I have to tell that I appreciate the hard work of all batters here. They do a fantastic job. They have created so many beautiful buildings and helped keep the game alive. Guys, you ROCK! --------------- Who should (eventually) be interested in this: People who play Maxis Nite. People who use the Day/Night cycle. Who should not be interested in this: People who only play day. People who only use Dark nite. People with no computer. Dogs, otters, other species (but Llamas are welcome). PART 1 - Why? I recently lost my archived plugins folder and started reconstructing it from scratch. I luckily had bookmarked most of the things I liked but I had to download and decompress everything... and sort it too because I wanted to keep only the best of the best buildings. And then, when I arrived to 2011... I almost stopped. That was the time Simfox released the Day and nite mod, and also Bat4max. It marked a big increase in the quality that could be achieved by builders, but also created some problems. Some small ones... and some huge ones. --- Bat4max Maxis night renders are always a bit (or more, sometimes a lot) too dark (yes, I'm talking about the Maxis Night renders, not the Dark Night ones) They're sweet and nice looking but why put such an effort into creating them if they do NOT (when they could, they easily could) fit the rest of the game? Some are very close, but some look like dark bricks once the night version shows in the game, almost as dark as a darknite render. The fact that Bat4max gives a choice to "make things darker" by just the press of a button is a very bad idea for me. Yes your nightlights will pop out a little bit more, but again, if your building does not fit in, there's no point. One example: Jasoncw's fantastic looking Lavaughn Biotech I-HT. It's one of the best matching bat4max renders, but it still is too dark compared to what Maxis nite should be... The most obvious too dark part (like all bat4max renders) is the roof. To sum it up, Maxis buildings are lit by a full moon on a clear night, bat4max renders are done on an overcast night (I'm also not a fan of the soft shadows here). And as I said, Jasoncw's Lavaughn is not too far... there's much much darker. on001222's recreation of a building in Bangkok, the Regent House. I really love how it looks, I think he did an excellent work... but at night, here's what happens: And... there's much much worse --- Some batters now only make Dark Nite renders. Custom content creators will work mostly to create what they'd like to see, it's understandable. I'm doing the same here Rendering times can be incredibly long. Hours can turn to days, even more than a week for some of the most beautiful creations. You can't blame someone for not wanting to see his machine working at full steam for days... again. One example: Kellydale's superb Bay Adelaide Centre West. I was so sad when I saw he only made a Darknite render, but 332 hours to render... wow! Here's a video that'll remind you how different Darknite renders are from MaxisNite renders: ("action" starts at 2:06, but the beginning puts you in the mood). --- Dusk and dawn... Bat4max buildings can't work during these times. Due to the way they're rendered... they just can't. Here are two videos using the buildings I used as examples before: Most "action" happens at 0:25 and 1:24 "Action" at 0:31 and 2:14 here: PART 2 - How? At first I only tried to repair just one simple (and not too big) building, without going intot the dusk/dawn stuff. I picked TRP's Mayhem Plaza, because it's a sc3k recreation, and because it REALLY was incredibly too dark at night. (it later appeared that this building's sc4model file contained both darknite and maxisnite textures and only the darknite appeared in the game). I simply took the day render (extracted from the sc4model), darkened it by the same amount that the game does for all other buildings, and on top of that I added the night render... but in "lighten" mode... and voilà! So I wondered... "how exactly are SC4 standard buildings working? SC4bat renders? It must be quite close." I then extracted the files from a very early SC4 building: oneil_1's Western Investments. And here's the result: Sc4bat buildings (and maxis ones) use the night render only to add the lights to the day render. The night render is identical to the day render, except than the windows, different lights etc are turned on. Then an alpha layer is created and will determine which parts of that night render will be shown on top of the darkened day render. Bat4max buildings have a FULL night render, that's why they can't adapt to the luminosity change during dusk and dawn. Once the "lights" of the building turn on they completely hide the day render and as they're added OVER the day render, they're not affected by the game's day/dusk/dawn/night variations.. So... I had to find a way to create an alpha layer for bat4max night renders. I already had the basics: a day and a night render, but it was a bit more difficult than how I fixed the Mayhem Plaza. The lighten blending mode in photoshop just adds what's brighter. Here I needed an alpha, so I needed to select only the differences between the day render and the night render. Photoshop can do math... let's do that. I didn't have day renders with lights on but I could create a night render with no lights the same way SC4 does in the game. I then put a layer on top of that one with the same -day render plus night-... but this time with the lights in screen mode, like I did in the previous pic. I set that picture in "difference" blending mode. The result was a picture showing only what changed between day and night renders. But this still isn't an alpha layer. If I kept this as an alpha only the very bright lights would show. That's because the difference in luminosity of a pixel is also the luminosity of said pixel. A 50% brighter pixel would appear 50%x50% brighter, means only 25%. So I added a B/W correction layer (alphas are bw) and a levels layer to boost the luminosity. I now have all we need. A night render with lights on and an alpha layer to determine where it will show. The difficulty here is to balance the levels correction layer. If you boost the difference result too much some "not that different" parts will show if the lights turn on during dusk. I you don't boost it enough, the lights will look pale and they won't bleed onto the rest of the building, and all benefits from the bat4max render will disapper. I'll talk more about that in the next section. I've created (and I'm refining it again and again) a set of photoshop actions to make this process faster. It includes correction layers to adapt to the basic bat4max/too dark/darknite/case by case differences almost on the fly. Also... the photoshop stuff is only part of the work here. I'd like to thank rsc204, rivit, Cyclone Boom, T Wrecks, matias93 for their reactions, comments and technical info while I was thinking about doing all this. You first must extract the fsh files from the sc4model files, then split the fsh into bmps. For that I want to thank rivit, his GoFSH program is an awesome tool But it's not finished yet. You must also recompose the main textures (they're split into 256*256 tiles). This takes time. And when you're finished with the photoshopp editing you must split these textures again, rename them accordingly to what they were, remerge them into fsh files and reinject them in the sc4model files using iLives Reader. The extracting/recomposing/splitting and renaming again is for now the longest and most teduous part of the work. I wish I could script that. Or maybe someone could help me here. PART 3 - Work = Results! I will just let you look at a few videos: Part 4 - Using this method / Pros / Cons. I want to make this available for anyone. I will release all the photoshop actions I've created once they're completely tested and foolproof. I also want to make it as usable as can be for everyone. I hope batters will see this as a move forward and not as someone telling them "what you did is wrong, I have the truth". I don"'t have the truth, I'm just trying to push things in a direction I think is right and I hope others will like. I will try to convert older buildings to this standard but I will obviously have difficulties here. - Can I release modified versions of existing buildings? Well... I could if I do two things: ask for permission + set the original as a dependency But what if the author can't be contacted? What if he says no? - Can every building be converted? For now the answer seems to be yes but there are a few technical limitations to what is possible. The point (as I already said) is to balance things between the dusk/dawn/night new system and the fidelity to what the building looked like in the first place. (There are a few artefacts, a few places where the method creates "not so good looking parts". You didn't see those yet, they are details, you might even say they don't matter, I don't like things that aren't perfect. i won't release anything that's not perfect in my eyes. - Can everyone do this? Yes! When I will have released the photoshop actions everyone will be able to do the same. I hope the builders still active will use this (seeing that they will be able to render only darknite and make the maxisnite with this method I think the choice will be easy for them .
  10. Hi. First I want to thank all the great artists that contribute to this game. They're doing an amazing job. I can't name them all, the list would be very long (and I could forget some of them... and I don't want to do that.) Of course there's less interest for SC4 than ten years ago and it won't go up (after all the game is now 15 years old... but it's still the best and most complex citybuilder we have). I want to point to certain things that annoy me, and I think I can't be the only one. Simfox's Day and nite modd and his bat4max plugin have changed a lot of things. The buildings we now see are stunningly beautiful. The night renders can now show incredible light effects and the quality of the renders make some of the Maxis buildings quite dull in comparison. BUT!!! (yes, it's a big but... and I can not lie) It has created two categories of people. The ones that play using the Day and Nite modd... and the ones who prefer to use Maxis night. The ones using the modd can't really play during the night, the others want to use the day/night cycle and still be able to build their city during nighttime. The problem is that some builders chose to only render a Darknite version of their creations... which means they can't be used by Maxisnight players. I know rendering takes time, an awful lot of time for big buildings, tens of hours sometimes. But PLEASE! There is less and less content each year, the most beautiful buildings have been created during the last years... and by chosing to not render a Maxisnight version you're shrinking even more the choice we have... It saddens me more and more when I see how fantastic some of your creations look... and when I read the description I see "Darknite only" So PLEASE, PLEASE, PLEAAAAASE guys... consider rendering Maxisnite versions of your creations. We'll be so thankful! Sidenote 1: Some non-batters might help, even without the knowledge of how to build, maybe they could help by just rendering?? Sidenote 2: I've noticed (and I'm surprised there has not been more remarks about it) that many (and awful lot) Maxisnight renders are MUCH too dark. I don't know if it's bat4max lights that are set that way, or if it comes from personal choices from the builders). Some of these buildings stand out at night, makes it hard to use them... and as I said I'm talking about the Maxisnite versions, not the Darknite versions. I know I come years late talking about that, but I think it's sad that all this work from the creators have come to a result that could have been so much better with just a few corrections.
  11. Hawker Studios

    Version 1.0

    1,917 Downloads

    Hawker Studios - These live and work studios fit in nicely with any urban neighborhood. Offer your sims the chance to own office and space living space in this new modern mixed use building. Comes as a r$$ 1x2 lot housing 28 sims, delete either Darknite or Maxisnite folder after unzipping. depencies; Girafe Canary Palms, Simfox Darknite mod (for Darknite version)
  12. Version 1.0

    701 Downloads

    132 Teed Street are slim 1x1 apartments to help fill your density requirements. They house 70 sims and come with a lovely wood paneled street front balcony. Dependencies; Girafe Lindens https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2869 Girafe Cars https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2860
  13. Modern Row Home #4 Maxis Nite

    Version 1.0

    1,487 Downloads

    Dusting off Max, I've recycled an old building into a modern row home. Comes in Darknite and Maxis Nite and houses 30 sims. Dependency - Simfox Darknite mod - for Darknite version
  14. 54 Teed Street

    Version 1.0

    6,207 Downloads

    I present the fictional 54 Teed Street, a low rise W2W corner lot designed to fit any urban enviroment. It comes as a growable CO$$ stage 6 on a 1x2 lot with 110 jobs. Dependencies; https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/
  15. 52 Teed Street

    Version 1.0

    7,736 Downloads

    I present the fictional 52 Teed Street, a mid rise W2W with a zig zag, all glass facade. It comes as a growable CO$$ stage 6 on a 1x2 lot with 220 jobs. Dependencies; Simfox's Day n Nite mod
  16. Hobson Rise

    Version 1.0

    8,773 Downloads

    ..the fictional Hobson Rise apartments, a generic corner apartment block to fit in any City x1 model file x1 C$$ stage 6 1x2 growable lot w/150 occupancy Choice of Darknite or Maxisnite, just choose the file you want to download Dependency for Darknite http://community.sim...-and-nite-modd/ edit - realised no night pic when uploaded..it is nightlighted and looks fine
  17. Innovation House

    Version 1.0

    6,661 Downloads

    ..the fictional Innovation House, a generic glass box commercial office found all over. A quickie to get used to BATing again.. Included x1 model file x1 C$$ stage 6 2x2 growable lot w/ 200 jobs Choice of Darknite or Maxisnite, just choose the file you want to download Dependency for Darknite http://community.sim...-and-nite-modd/
  18. Adidas Store

    Version 1.0

    10,018 Downloads

    I present a fictional wall to wall Adidas Store for your City's shopping and entertainment districts. Included x1 model file x1 CS$$ stage 4 1x2 lot w/ 25 jobs Choice of Darknite or Maxisnite, just choose the file you want to download Dependency for Darknite http://community.sim...-and-nite-modd/
  19. Pitt Street Apartments

    Version 1.0

    6,109 Downloads

    I present the fictional Pitt Street Apartments, a small 1x1 Wall to Wall apartment block aimed to fill in on any of your small wall to wall spaces. Included x1 model file x1 R$$ stage 4 1x1 lot for 50 residents Choice of Darknite or Maxisnite, just choose the file you want to download Dependency for Darknite http://community.sim...-and-nite-modd/
  20. Avon Heights v2

    Version 1.0

    4,589 Downloads

    I have spruced up my fictional building Avon Heights which now comes in 2 versions with (hopefully better materials and a few other amendments. A generic W2W apartment block found in many Cities around the world. Included x2 model files x2 R$$ stage 6 growables w/ 250 ocupants Please chose either Darknite or Maxisnite dependency for Darknite..as always http://community.sim...-and-nite-modd/
  21. Teed Street Larder

    Version 1.0

    4,673 Downloads

    Teed Street Larder is a Cafe and Deli that can be used in a W2W enviroment, it has a small outdoor seating area for sims to soak in some sun and grab some lunch. Included x1 model file x1 C$$ stage 3 1x2 lot w/ 30 jobs Choice of Darknite or Maxisnite, just choose the file you want to download Dependency for Darknite http://community.sim...-and-nite-modd/
  22. AUT Student Tower

    Version 1.0

    5,570 Downloads

    I've spruced up an old BAT as it annoyed me that it wasn't very palletable in game! I present the AUT student tower, a thin modern apartment block housing 200 students. Included; x1 Model (darknite or maxisnite x1 R$$ stage 6 residential housing 200 sims Dependencies; Girafes Ashes - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 Simfox day and night modd (darknite only) - https://www.simtropolis.com/forum/files/file/23089-simfox-day-and-nite-modd/
  23. Modern Row Homes

    Version 1.0

    5,365 Downloads

    I present some fictional, generic Modern Row homes in 3 slight variations, they sit Wall to Wall (as usual) and should work well in any low rise urban neighbourhood. Included x3 model files x3 R$$ stage 5 1x2 lot w/ 20 Sims Choice of Darknite or Maxisnite, just choose the file you want to download Dependency for Darknite http://community.sim...-and-nite-modd/
  24. 33 Lewis Avenue

    Version 1.0

    7,138 Downloads

    Continuing the trend of a W2W release a month, November brings the Fin!!! Fin's are popping up on the facade of buildings everywhere ,especially Auckland. I present the fictional 33 Lewis Avenue, a slim office building to cram into your midrise W2W districts. Included x1 model file x1 C$$ stage 6 1x2 lot w/ 200 jobs Choice of Darknite or Maxisnite, just choose the file you want to download Dependency for Darknite http://community.sim...-and-nite-modd/
  25. Westpac on Broadway

    Version 1.0

    4,604 Downloads

    Oooh W2W, what a surprise!!! This is based on a Westpac branch in Newmarket, Auckland with an adjoining boutique office building clad in glass and copper pannels. Included x1 model file x1 C$$ stage 4 2x2 lot w/ 60 jobs Choice of Darknite or Maxisnite, just choose the file you want to download Dependency for Darknite http://community.sim...-and-nite-modd/
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