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City-building game(s)

Found 26 results

  1. MGB - RRW ReSkin Type A

    Version 2.42.1

    899 Downloads

    Based on the Real RailWay ReSkin project, here is a pre-made ReSkin package, just install and go. What is a RRW ReSkin?, simply a cosmetic re-texture that alters the way your rail textures appear. The inspiringly named "Type A"Previously Type 01 uses a white concrete sleeper, with a grey ballast, while the Rails themselves remain unchanged from the original RRW textures. See the screenshots for examples of this in-use. As an added bonus I've included TGN and SWN compatible (crossing) textures, just select the relevant options in the installer if you are using either mods. Installation This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive. Please refer to the installed documentation for further details, note these files are installed here: My Documents\SimCity 4\LEX_Downloads\MGB Mods This is to avoid cluttering up your Plugins folders with non-SC4 files. Dependencies / Compatibility The only dependency for this mod is the Network Addon Mod with RealRailway installed (default since NAM 37). This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. It currently should provide complete coverage for RRW as of NAM 42. Help make this mod better Found a missing or unsupported texture? Having problems or Got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)?
  2. Version 1.46

    1,059 Downloads

    When setting out to make a Sidewalk Mod, I wanted to have the variety of using all three wealths, whilst keeping them similar enough that they still work together well. Please note that at its core, this package is simply a Sidewalk Mod, you can, if you want, install that and nothing else from the download. However, it optionally includes a complete version of my SWN mod, which adds sidewalk overrides for the NAM, ensuring your transport networks blend in perfectly with your Custom Sidewalks. Installation This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive. Please refer to the installed documentation for further details, note these files are installed here: My Documents\SimCity 4\LEX_Downloads\MGB Mods This is to avoid cluttering up your Plugins folders with non-SC4 files. De-Coupling Rail Crossing Textures When installing SWN, you can de-select the Rail Crossing Textures. This option exists, so users with other mods for those features will not have issues when installing SWN, even if SWN loads after them. The Rail Crossing Textures should be de-selected if you are using the RRW Reskin mod. Note: No SWN support is included for such optional custom textures, you need to get SWN compatible versions from elsewhere, or those networks will remain as their defaults. This feature simply allows you to prevent SWN from conflicting with such customisations. Dependencies / Compatibility There are no dependencies for this mod. The base mod is suitable for use with the vanilla game, but I highly recommend using it with the latest version of the Network Addon Mod. Of course, it goes without saying, it would also look weird if you were not using the supported Sidewalk mod. Highly Recommended: Network Addon Mod The Japanese NAM Facelift Mod SWN does NOT cover some legacy pieces, which are already covered by this mod. See the included Readme for full details of how to use both together. This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. Additionally you can select from three rail types, Maxis, PEG 205 or RRW (Real Railway). SWN was designed from the ground up to be used with either my TGN or NGN mods. It also contains support for Rivit's Urban TSR mod. Help make this mod better Found a missing or unsupported texture? Having problems or got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)? I would like to say a big thank you to the following people Rivit, for the huge support and tools that made this mod possible in the first place. A big thank you to David G. Varona for making the Alpha textures for the Turbo Roundabouts and GLR, plus for showing me how to use photo-editing tools. Without your help, I would never have started down this road.
  3. Version 1.1

    718 Downloads

    Included are nine ploppable bridges and 11 lots, featuring props originally made by Glenni. I have taken the models and re-mastered the lots/modding, in an attempt to make them more user friendly and give better in-game results. Here are some of the changes I've made: Added special S3D props (included), to prevent the water bug from appearing. Ensuring the bridges preview correctly. Removed the foundations from the models. Improved the menu placement/descriptions and icons. Transit Enabled (TE) those bridges I felt worked better that way, to work with the Street Addon Mod (SAM) sets 3 & 4. Note: This is to provide visual continuity, it's impossible to make such models work as fully functioning bridges. IMPORTANT NOTE: You will have to decide if you wish to use the original lots or mine, it is NOT possible to keep both. Due to the extensive changes, including altering the original prop exemplars, I have made this into a replacement set. If you are already using the original bridges in your cities, they must be removed before installing this set. Dependencies Optional - Needed for Stone Arch Bridges Only: BSC TSC girafe French Road Signs Usage All the bridge lots should be tightly grouped together and can be found in the Parks menu, under the Maxis items (after the Plazas and whatnot). They all have minimal plop costs, between $25 and $51, but otherwise are totally neutral lots, with no power/water needs and no benefits or upkeep costs. For further details, please see the included readme file. Thanks A big thank you to Glenni, who gave me permission to include the Bridge Models as part of the upload.
  4. Version 1.0

    794 Downloads

    This package contains a ReLot for the 6x6 version of Mattb325's reimagined Max's Microchips building. When Matt released some new I-HT buildings earlier this year, this one in particular stood out for me as one great looking model. As such I couldn't help but go full on with re-designing the lot. Of course, when you do such things, you tend to use a lot of dependencies. So one lot it may be (download), but prepare for the full list of dependencies, it's not for everyone. Frankly if you don't have all Girafe's flora, you're missing out anyhow. Aside from that it's really just 2 dependencies if you think about it . The lot in the download is a direct replacement for the 6x6 version from Mattb325's package. Otherwise you need to keep the other files from the original download installed. Dependencies Building Model Flora/Props BSC Mega Props - CP Vol02 Girafe Norway Maples Girafe Lupins Girafe Maples Girafe Elms Girafe Daisy Girafe Cypresses Girafe Rowan Trees Girafe Feather Grass Grfe_hedge_3m half size.dat (Included) Note this also requires the original hedge props from this download: VIP vnaoned Post office building Only the file Grfe_hedge_3m.dat from this package is required however. Textures MGB IndustrieSAM / SAM11 (NAM Component) You must have the SAM11 from NAM36 installed, as this lot uses textures contained in the NAM files. MGB Industrial Textures.dat (Included) Note: Options for EU/US, LHD/RHD and custom sidewalks are all included. Please read the Readme file for full details. Installing the complete package will lead to problems, you have been warned. Usage This 6x6 lot is best placed on a corner as seen in the screenshot. You can use the BuildingPlop cheat to place it where ever you like, or just allow it to grow normally. If plopping the lot, note it will not generate freight and you should have suitable I-HT demand to accommodate the lot. The street connection is not TE (Transit Enabled), instead you must make a fake TE connection using the RHW disconnecter or NAM Rail Viaduct features. See this video (YouTube) for more complete instructions on how:
  5. A Night in Telegraph-Burleigh

    From the album Boomooderie Extra Shots

    one of the only four teaser shots i'll upload of Telegraph Principayor, this is of the second district Telegraph-Burleigh which is a suburban sector.
  6. MGB - UnderBridge Set

    Version 2.0

    2,513 Downloads

    Intro Included are 15 lots along with props to make 5 of your transit networks run under in-game bridges visually. The main Extender Lots have been modded as Network-->Subway converter lots, so that traffic can continue to use the networks under the bridge. Do note, since they are using the subway, those portions using these lots will not show Automata upon them. The props used for these lots will AutoMagically™ adapt to your installed Network and Sidewalk textures. Install Extract the included zip file Select Your Files MGB S3D Network Props.dat This file contains the props needed for the Underbridge set. I may make further use of these props in future. Either way, these should be considered as an included dependency for the lots in this package. zMGB S3D Network Props_Non-RRW.dat ONLY install this file, if you DO NOT use the Real Railway (RRW) from the Network Addon Mod (NAM). It contains an override for the default piece, to ensure the rail piece looks correct if not using RRW. MGB UnderBridge Lots.dat This DAT includes the necessary Lots for the Underbridge set. Take the files you need and copy/move them from the included .zip file into your Plugins folder, the default location for which is: \Documents\SimCity 4\Plugins Copy/Move Documentation (Optional) You should not install this Readme file or any related content in your plugins folder. Instead, you should place them where the game will not load them. If you are using my other mods, you may already have a dedicated folder for documentation related to my mods, that is located here: \Documents\SimCity 4\LEX_Downloads\MGB Mods All my readme's can co-exist happily in the same folder, so you can place the .htm and _images folder from the .zip archive there, which is recommended. Dependencies None. Support Having problems or Got comments? Then please visit my support/development thread on Simtropolis:
  7. Tennis Club

    From the album Parks and Plazas (S3-11-C)

    Before voting, we recommend you download and try out this item of content: [Download Here] Anyone for Tennis? Utilising a brand new set of custom HD Tennis props from my AoT (Any One forTennis) pack, I bring you my first tennis-inspired lot, a small tennis club. Now your sims can enjoy a few relaxing sets of tennis, with proper facilities.
  8. Version 1.1.0m

    1,769 Downloads

    Anyone for Tennis? Utilising a brand new set of custom HD Tennis props from my AoT (Any One forTennis) pack, I bring you my first tennis-inspired lot, a small tennis club. Now your sims can enjoy a few relaxing sets of tennis, with proper facilities. This is a park lot which is 8x8 in size and generates a positive park effect along with raising the demand for R$$$ sims in your city. Using Paeng's park textures and Murimk's props, it keeps the character and feel of the Parks 205 set, although use of them is not a requirement. If you are using the appropriate override from my TGN (Terrain Grass NAM) mods, the grass shown on the lot will match your TGN style. Similarly, the Sandstone Sidewalks used will be optionally override-able with your sidewalk as part of my upcoming SWN (Sidewalk NAM) mods, which hopefully will be released shortly. Dependencies Warning: The dependency list may not be for the faint of heart: Buildings/Models Yodder - BSC SportsCanteen Note: Only the file YDR_BSC_SportsCanteen-0x5ad0e817_0xd2d5bc6e_0x30000.SC4Model from this package is required. BSC - Misc Vol.1 Flora/Props Girafe Urbanpack Girafe Chestnuts Girafe Lidens Girafe Oaks Note: You need to keep the file "MGB_GrfeOaksProps.dat" installed, which is included with this download. VIP vnaoned Post office building Note: Only the file Grfe_hedge_3m.dat from this package is required. MGB AoT (AnyOne for Tennis) Textures Paeng's Parks 205 If you are already using Paeng's Parks 205 set, you are good to go. Note this has cascading dependencies too, some of which are required for this lot: If you do not wish to use Paeng's Parks set, ensure the following files from the parks set / cascading dependencies are installed: Resource_Parks205.DAT Murimk_parkfences.DAT Murimk_park_props_1_small.DAT Paeng Textures v1.04 BSC MEGA Props - swi21 Vol01 Support / Comments Having problems? Got comments? Then why not visit my Lot and Mod Shack:
  9. MGB - MMP Pack Vol2

    Version 1.0

    1,377 Downloads

    Girafe made many tree models that either work only as props, or only as MMPs. As such, this pack of MMPs is designed to bolster your MMP menu, with some trees that otherwise could only be used on lots. Each of the 7 included MMPs include only single-tree props. Girafe's releases only cover these tree types with tree clusters. Contained in the included zip are 3 files containing 7 MMPs as follows (links to dependencies here): Maples (Seasonal) - Maples (v1) - Norway Maples Misc (Seasonal) - Ash - Beech - Birch - Liden Parasol Pines (Evergreen) - Parasol Pines Note: Before you think "I have these files", it should be noted, that the tree models for each of the listed dependencies is found in the "LE" dats from Girafe's packages. If you have not installed these exact files, you will get brown boxes. Find these items in the same location as the original MMPs. They are marked "singles" and include a brighter blue icon to distinguish them more easily. Note that there are some trees which are duplicates of single trees included with the original MMPs. But in all, this adds over 30 new trees which were previously not MMP-able.
  10. Version 1.0

    678 Downloads

    This package contains four lots, three growable residential lots and one filler ploppable designed to create a single-complex. Stage 7 High Density R$ 3x6 Stage 7 High Density R$ 3x7 Stage 7 High Density R$ 3x8 Neutral Plop filler 3x2 Dependencies Building Model Note: Only the file NDEX_ITS_Portsmouth_Tower_Block_Set_1-0x5ad0e817_0x561ef788_0x30000.SC4Model from this package is required. Flora/Props Girafe Ashes Girafe Beeches Girafe Chestnuts Girafe Cypresses Girafe Urbanpack VIP Vnaoned Post Office Note: only the file Grfe_hedge_3m.dat from this package is required. Textures BSC Textures Vol1 BSC Textures Vol2 Optional Dependency Whilst these lots are not strictly required, they are useful for finishing off the parking at the back of the complex, along with my included filler lot. Details Each lot has around 1,600 R$ Residents (per building) and stats generated using PIM-X. For full details see the included readme file. Ensure you keep the file MGB_ITS_NickelbyHouse_Resource.dat or these lots will not function correctly. But you can discard any of the lots you may not wish to use.
  11. Version 1.0

    2,721 Downloads

    This package contains models and two lots to allow you to switch from Rail (RRW Style) to an underground subway network. Included files MGB_RRW_DTR to Subway Ramp_453bcaf5.SC4Lot Lot file for DTR Rail to Subway converter. MGB_RRW_STR to Subway Ramp_1fc6cdcf.SC4Lot ** NEW ** Lot file for STR Rail to Subway converter. RRW Ramp_Resource.dat Required Models and Props. RRW Ramp Paths_RHD.dat Path files for RHD users. Most users should install this file. RHD is for sims driving on the right side of the road. zRRW Ramp Paths_LHD.dat Alternate path files for LHD users. DO NOT install this file unless you are using a LHD setup for SC4/NAM. LHD is for sims driving upon the left side of the road. Install Simply extract the files in the included .zip archive and place those you need somewhere in your Plugins folder. If you use my other mods, you could place these in the root of the z____MGB Mods folder, but it's not specifically required. Please ensure previous versions are removed completely before installing. It should be noted that I have amended all the original files, which should be considered as obsolete. Usage When you want to switch the rail network to subway, find a suitable space (5x1) for the ramps and place either the STR (Single Track Rail) or DTR (Dual Track Rail) variant as required. You will find these lots in the Misc. Transit menu, just after the bus stops usually. Make sure you draw rail through the lot completely to activate the paths on the ramp. Then switch to the subway tool (Shift + T), to continue the network from the ramp with subway. You can either switch to subway from here on out, otherwise you can build a second ramp for the rail to continue. Limitations As with all such lots, when you switch to subway only passenger traffic can continue through the subway. So either find another route for your freight traffic or perhaps consider using the dedicated URail pieces that come with the NAM. Due to the nature of LODs, i.e. you cannot make them below ground, the rail automata must "collide" with the LODs when entering the ramp. However, upon testing I found I preferred for the trains to enter into the ramp, despite the glitch, as opposed to disappearing at the beginning of the lot. The point being, this is not a bug. Details / Stats Cost to Plop: 2,144 Monthly Cost: 20 Bulldoze Cost: 309 Capacity: 66,000 Otherwise the lots are neutral, causing no pollution, requiring no power/road access and providing no jobs. Support Having problems or Got comments? Then please visit my support/development thread on Simtropolis:
  12. Version 3.0

    3,913 Downloads

    Are you currently using @kingofsimcity's excellent SuperSHK+ MEGA Parking Textures? Would you prefer them with TGN-compatible grasses? How about some custom sidewalk choices too? Otherwise, perhaps you want to make a custom set just for your setup? Well now all this is possible, thanks to the generosity of KOSC. For full details of SuperSHK+ MEGA Parking Textures, please see the original release, I won't duplicate it all here. Note that these files are intended to be a total replacement for both of these packages: When you run the linked installer (had to host on my Google Drive, the size got a bit out of control), you can optionally select SWN, TGN and TSR versions to install. Any combination of these, including TGN support with Maxis Sidewalks or SWN support with Maxis Grasses can be installed. This is all controlled by telling the installer you use either or both mods, then selecting the style you use. Select TSR support if you use Rivit's Urban TSR streets, it'll change some pieces to match Rivit's mod. Note that KOSC has uploaded a Do-it-yourself kit for making totally custom variants, please see this thread for full details and a link to the repository for use with GoFSH texture automation: Installation Unlike the original mod, these have been re-packaged into an installer. This just makes installation way simpler and less prone to error, given the number of choices available (currently 24 different sets). By default they install into either your SWN or TGN folders, since the use of this download means you should at least be using one or the other. If you don't select either SWN or TGN from the first options screen, the installer won't actually install anything. Included is a resource guide containing a general breakdown of the set as well as a sample lot (found in the parks menu) and layout examples. There are also PIM-X groups included, for better organization and some time saving while digging through this massive set! These included resources are installed (optionally), to the following folder: My Documents\SimCity 4\STEX_Downloads\KOSC SuperSHK Parking This is to avoid clutter in your plugins folder. Lotters, copy the contents of SSHK_PIMX_Groups.txt into your groups.ini file located in the PIM-X install directory. Note if you were using the previous release, this file supersedes the previous one named "PIMXGroups.txt". Thanks to KOSC again for allowing me to release these mods, based on his original textures / repository.
  13. MGB - Convenience Store

    Version 1.0.1

    1,181 Downloads

    This package contains a small convenience store, with three model variations in a buildings family, along with lots to use them. Inside the "Models" folder, please ensure you remove 3 files you will not need. Included are models for the following options: HD (High Definition/Better Quality textures) SD (Default texture quality) DN (DarkNite, for users of SimFox's DarkNite mod) MN (MaxisNite, for default lighting) So for example, if you are using HD-MN, you should remove the files ending HD-DN, SD-DN and SD-MN, leaving only your preferred choice behind. Using my Retail Signage Pack dependency, these stores will show randomly one of the installed Banner/Logo options. 3 Lots are included: Stage 2 CS$$ 3x2 Stage 2 CS$$ 3x3 (Right Corner) Stage 1 CS$$ 4x4. Dependencies (Required for all Lots) MGB Retail Signage Pack (RSP) Girafe Urbanpack Girafe Elms Girafe Ashes VIP Vnaoned Post Office Note: only the file Grfe_hedge_3m.dat from this package is required. SHK Parking Pack: SuperSHK MEGA Parking Textures: or Alternately Each lot has 54 CS$$ Jobs and stats generated using PIM-X. For full details see the included readme file. Ensure you keep the file MGB_ConvenienceStore_Resource.dat or these lots will not function correctly. But you can discard any of the lots you may not wish to use.
  14. Version 2.45

    2,650 Downloads

    This mod replaces the grass textures on transport networks with grass that blends in with your terrain mod. TSC/Orange Pyrenean (PY) Version Click these links to download either the Appalachian, Berner Oberland or Sudden Valley versions of TGN. Installation This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive. Please refer to the installed documentation for further details, note these files are installed here: My Documents\SimCity 4\LEX_Downloads\MGB Mods This is to avoid cluttering up your Plugins folders with non-SC4 files. De-Coupling Rail Crossing and Street Textures When installing TGN, you can de-select both the Rail Crossing Textures and Maxis Street Textures. These options exist, so users with other mods for those features, will no have issues when installing TGN, even if TGN loads after them. The Rail Crossing Textures should be de-selected if you are using the RRW Reskin mod. The Maxis Street Textures should be de-selected if you do not use the default Maxis Streets. For example, if you use Tarkus’ Asphalt Streets or Rivit’s Urban TSR Streets. Note: No TGN support is included for such optional custom textures, you need to get TGN compatible versions from elsewhere, or those networks will remain with the default grasses. This feature simply allows you to prevent TGN from conflicting with them, by simply not installing any Street textures. See here for details of how to create your own TGN compatible versions of many texture mods. Compatibility / Dependencies This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. Additionally you can select from three rail types, RRW (Real Railway - NAM Default) or legacy Maxis/PEG styles. Coverage for all NAM road networks excluding RHW. There are technically no dependencies for this mod, the base changes are suitable for use with the vanilla game. However I highly recommend using it in conjunction with the Terrain Mod it was made for and the latest version of the Network Addon Mod. Highly Recommended: Network Addon Mod TSC/Orange - Pyrenean Terrain Mod My MGB Diagonal Filler Set Paeng's Parks 205 Help make this mod better Found a missing or unsupported texture? Having problems or Got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)? I would like to say a big thank you to the following people Rivit, for the huge support and tools that made this mod possible in the first place. Memo, for the original tools. Without which, I would never have embarked upon such a project in the first place. Flann, for greatly helping me cope with the current deluge of textures by passing me updates directly. Notes: This mod is pretty comprehensive, with much more detailed textures. Be aware at over 100MB you may find your game loading slower with these installed. In-game performance should not be affected though. Since every included texture is an override of an existing NAM one, DATPacking TGN and the NAM (Network Addon Mod) folder together will make your game startup faster. Be sure the structure you DATPack will ensure TGN loads last if you attempt this. Whilst the mod is designed to compliment HD Terrain Mods, none of the included textures are themselves so-called HD. All are standard 128x128 textures and will run with software rendering. Bear in mind though that Hardware rending is required to use a HD Terrain mod in the first place.
  15. Version 2.45

    3,459 Downloads

    This mod replaces the grass textures on transport networks with grass that blends in with your terrain mod. Lowkee's Appalachian (AP) Version Click these links to download either the Berner Oberland, Pyrenean or Sudden Valley versions of TGN. Installation This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive. Please refer to the installed documentation for further details, note these files are installed here: My Documents\SimCity 4\LEX_Downloads\MGB Mods This is to avoid cluttering up your Plugins folders with non-SC4 files. De-Coupling Rail Crossing and Street Textures When installing TGN, you can de-select both the Rail Crossing Textures and Maxis Street Textures. These options exist, so users with other mods for those features, will no have issues when installing TGN, even if TGN loads after them. The Rail Crossing Textures should be de-selected if you are using the RRW Reskin mod. The Maxis Street Textures should be de-selected if you do not use the default Maxis Streets. For example, if you use Tarkus’ Asphalt Streets or Rivit’s Urban TSR Streets. Note: No TGN support is included for such optional custom textures, you need to get TGN compatible versions from elsewhere, or those networks will remain with the default grasses. This feature simply allows you to prevent TGN from conflicting with them, by simply not installing any Street textures. See here for details of how to create your own TGN compatible versions of many texture mods. Compatibility / Dependencies This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. Additionally you can select from three rail types, RRW (Real Railway - NAM Default) or legacy Maxis/PEG styles. Coverage for all NAM road networks excluding RHW. There are technically no dependencies for this mod, the base changes are suitable for use with the vanilla game. However I highly recommend using it in conjunction with the Terrain Mod it was made for and the latest version of the Network Addon Mod. Highly Recommended: Network Addon Mod Lowkee's Appalachian HD Terrain Mod My MGB Diagonal Filler Set Paeng's Parks 205 Help make this mod better Found a missing or unsupported texture? Having problems or Got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)? I would like to say a big thank you to the following people Rivit, for the huge support and tools that made this mod possible in the first place. Memo, for the original tools. Without which, I would never have embarked upon such a project in the first place. Flann, for greatly helping me cope with the current deluge of textures by passing me updates directly. Notes: This mod is pretty comprehensive, with much more detailed textures. Be aware at over 100MB you may find your game loading slower with these installed. In-game performance should not be affected though. Since every included texture is an override of an existing NAM one, DATPacking TGN and the NAM (Network Addon Mod) folder together will make your game startup faster. Be sure the structure you DATPack will ensure TGN loads last if you attempt this. Whilst the mod is designed to compliment HD Terrain Mods, none of the included textures are themselves so-called HD. All are standard 128x128 textures and will run with software rendering. Bear in mind though that Hardware rending is required to use a HD Terrain mod in the first place.
  16. MGB BATs

    I've been busy making a number of things using SC4BAT and recently moved to 3DS Max because I suppose I should learn it sooner or later if I'm serious about making stuff. I've already shown off the Rail Depot which is progressing well, but I've a few problems to iron out still. Here's another model I'm close to finalising, it's a small supermarket/shop that I used to frequent: It's an M&S Simply Foods these days, but the actual building was converted from a TGI Fridays restaurant. As such, I intend to convert the model to be a restaurant and also a shop. For the shop at least, I'm hoping to make a couple different brands and maybe move some of the features about so the model is more flexible. Note the phone box in the picture? I've always wanted to see a KX100 BT Phonebox in SC4. If you are not from the UK, you might think we use the Red phone boxes (K7) that are commonly associated with the UK. The reality is, since the mid 80's these have been massively phased out. Ironically I see more Red boxes around Continental Europe than I ever do back home. Here are some on a lot with other SC4 phone boxes for comparison. The red ones are Bombardiere's fantastic K7 boxes. Then the smaller gray/silver box is from Girafe, the white one is from Porkie. I've based my scale on the first, which I think fits the game, sadly all the wonderful detail of the phone box is totally lost when rendering such a small object, even in HD:
  17. Version 1.0.1

    984 Downloads

    Have you ever thought about making content for SimCity 4, but didn't know how to get started? The My First Mod tutorial will guide you through the basics of creating Lots for SimCity 4. The tutorial covers how to make both Ploppable and Growable lots for your game. All you need is the Lot Editor and Plugin Manager tools which come on the disk versions, or can be downloaded here. Included are some useful resources to help get you started creating and some tips and advice to avoid some of the pitfalls. In addition to the tutorial, I've set up a special support thread here, so if you are having problems following along you can ask for help. To install, simply extract the .zip file into a folder of your choice. Ensure you do not move the folder "MGB My First Mod_files", it must be in the same location as the .htm file for the images to display correctly. Enjoy, MGB.
  18. A while back over on SimPeg I got into a long-winded session trying to help someone get started with the Lot Editor and making Lots. It appears most of the existing tutorials are missing images and so it was about time something was done to help new users. I therefore decided to work out the best way to make new Lots using only the Maxis tools. Having long since stopped using them myself, I much prefer SC4 PIM-X by Wouanagaine, it was a bit of an uphill struggle. Along the way though, I think I found a good strategy for making new Ploppable and Growable lots and have compiled that information into a tutorial you can download here. I think a download works better for this kind of thing, since downloads seem to survive forum updates and such in-tact. As such this tutorial is freely distributable in the future in any way you like. If hosting it somewhere, I merely ask you give me credit for it's creation. Along with the HTML tutorial are a couple useful resource files which will help you get started, but more importantly avoid the trap of copying Maxis Lots or overriding them. This thread is primarily designed for users of this tutorial to get help with any problems they may be having. More general questions that are outside the scope of this tutorial will be ignored. In such instances please use the correct forum to ask for help.
  19. Version 2.45

    8,806 Downloads

    This mod replaces the grass textures on transport networks with grass that blends in with your terrain mod. Gobias' Sudden Valley (SV/SVu) Versions Click these links to download either the Appalachian, Berner Oberland or Pyrenean versions of TGN. When you click download on this page, you will be required to select ONE of TWO files: The default multi-wealth "MGB TGN #.## - SV Setup" or unified wealth "MGB TGN #.## - SV Unified Wealth Setup" variant. Multi-wealth has three grass types, one for each wealth used in-game, $, $$ and $$$. Whereas the unified versions use the same $$ wealth grass texture for all three wealths. Perfect for creating a hassle-free, totally unified set of transport textures. Avoiding the problem of matching up different wealth grasses forever :). Installation This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive. Please refer to the installed documentation for further details, note these files are installed here: My Documents\SimCity 4\LEX_Downloads\MGB Mods This is to avoid cluttering up your Plugins folders with non-SC4 files. De-Coupling Rail Crossing and Street Textures When installing TGN, you can de-select both the Rail Crossing Textures and Maxis Street Textures. These options exist, so users with other mods for those features, will no have issues when installing TGN, even if TGN loads after them. The Rail Crossing Textures should be de-selected if you are using the RRW Reskin mod. The Maxis Street Textures should be de-selected if you do not use the default Maxis Streets. For example, if you use Tarkus’ Asphalt Streets or Rivit’s Urban TSR Streets. Note: No TGN support is included for such optional custom textures, you need to get TGN compatible versions from elsewhere, or those networks will remain with the default grasses. This feature simply allows you to prevent TGN from conflicting with them, by simply not installing any Street textures. See here for details of how to create your own TGN compatible versions of many texture mods. Compatibility / Dependencies This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. Additionally you can select from three rail types, RRW (Real Railway - NAM Default) or legacy Maxis/PEG styles. Coverage for all NAM road networks excluding RHW. There are technically no dependencies for this mod, the base changes are suitable for use with the vanilla game. However I highly recommend using it in conjunction with the Terrain Mod it was made for and the latest version of the Network Addon Mod. Highly Recommended: Network Addon Mod Gobias Sudden Valley HD Terrain Mod Note: You should install the "Base Texture Replacer" from this package. My MGB Diagonal Filler Set Paeng's Parks 205 Help make this mod better Found a missing or unsupported texture? Having problems or Got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)? I would like to say a big thank you to the following people Rivit, for the huge support and tools that made this mod possible in the first place. Memo, for the original tools. Without which, I would never have embarked upon such a project in the first place. Flann, for greatly helping me cope with the current deluge of textures by passing me updates directly. Notes: This mod is pretty comprehensive, with much more detailed textures. Be aware at over 100MB you may find your game loading slower with these installed. In-game performance should not be affected though. Since every included texture is an override of an existing NAM one, DATPacking TGN and the NAM (Network Addon Mod) folder together will make your game startup faster. Be sure the structure you DATPack will ensure TGN loads last if you attempt this. Whilst the mod is designed to compliment HD Terrain Mods, none of the included textures are themselves so-called HD. All are standard 128x128 textures and will run with software rendering. Bear in mind though that Hardware rending is required to use a HD Terrain mod in the first place.
  20. Version 2.45

    7,543 Downloads

    This mod replaces the grass textures on transport networks with grass that blends in with your terrain mod. Gobias' Berner Oberland (BO/BOu) Versions Click these links to download either the Appalachian, Pyrenean or Sudden Valley versions of TGN. When you click download on this page, you will be required to select ONE of TWO files: The default multi-wealth "MGB TGN #.## - BO Setup" or unified wealth "MGB TGN #.## - BO Unified Wealth Setup" variant. Multi-wealth has three grass types, one for each wealth used in-game, $, $$ and $$$. Whereas the unified versions use the same $$ wealth grass texture for all three wealths. Perfect for creating a hassle-free, totally unified set of transport textures. Avoiding the problem of matching up different wealth grasses forever :). Installation This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive. Please refer to the installed documentation for further details, note these files are installed here: My Documents\SimCity 4\LEX_Downloads\MGB Mods This is to avoid cluttering up your Plugins folders with non-SC4 files. De-Coupling Rail Crossing and Street Textures When installing TGN, you can de-select both the Rail Crossing Textures and Maxis Street Textures. These options exist, so users with other mods for those features, will no have issues when installing TGN, even if TGN loads after them. The Rail Crossing Textures should be de-selected if you are using the RRW Reskin mod. The Maxis Street Textures should be de-selected if you do not use the default Maxis Streets. For example, if you use Tarkus’ Asphalt Streets or Rivit’s Urban TSR Streets. Note: No TGN support is included for such optional custom textures, you need to get TGN compatible versions from elsewhere, or those networks will remain with the default grasses. This feature simply allows you to prevent TGN from conflicting with them, by simply not installing any Street textures. See here for details of how to create your own TGN compatible versions of many texture mods. Compatibility / Dependencies This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. Additionally you can select from three rail types, RRW (Real Railway - NAM Default) or legacy Maxis/PEG styles. Coverage for all NAM road networks excluding RHW. There are technically no dependencies for this mod, the base changes are suitable for use with the vanilla game. However I highly recommend using it in conjunction with the Terrain Mod it was made for and the latest version of the Network Addon Mod. Highly Recommended: Network Addon Mod. Gobias Berner Oberland HD Terrain Mod Note: You should install the "Base Texture Replacer" from this package. My MGB Diagonal Filler Set. Paeng's Parks 205 Help make this mod better Found a missing or unsupported texture? Having problems or Got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)? I would like to say a big thank you to the following people Rivit, for the huge support and tools that made this mod possible in the first place. Memo, for the original tools. Without which, I would never have embarked upon such a project in the first place. Flann, for greatly helping me cope with the current deluge of textures by passing me updates directly. Notes: This mod is pretty comprehensive, with much more detailed textures. Be aware at over 100MB you may find your game loading slower with these installed. In-game performance should not be affected though. Since every included texture is an override of an existing NAM one, DATPacking TGN and the NAM (Network Addon Mod) folder together will make your game startup faster. Be sure the structure you DATPack will ensure TGN loads last if you attempt this. Whilst the mod is designed to compliment HD Terrain Mods, none of the included textures are themselves so-called HD. All are standard 128x128 textures and will run with software rendering. Bear in mind though that Hardware rending is required to use a HD Terrain mod in the first place.
  21. MGB - SAM6 Darkened Mod

    Version 2.36.1

    1,536 Downloads

    The SAM (Street Addon Mod - NAM) is one of those indispensable mods, adding a wealth of variety to street networks. But SAM 6 however was a little too bright for my tastes, so I've darkened the textures slightly, to reduce their visual impact. This is one of those things I often tinker with, I figured that some others may also find it useful. v2.36 of SAM 6 Darkened (Nov 20) includes the following improvements: New Rail Crossing textures, based on those from NAM36. Support for RRW, PEG 205 and Maxis original textures still covered. Many fixes/improvements. Full EU Texture support. NEW SAM WRC support. Install This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive. Please refer to the installed documentation for further details, note these files are installed here: My Documents\SimCity 4\LEX_Downloads\MGB Mods This is to avoid cluttering up your Plugins folders with non-SC4 files. De-Coupling Rail Crossing Textures When installing SAM 6 Darkened, you can de-select the Rail Crossing Textures. This option exists, so users with other mods, will not have issues when installing SAM 6 Darkened, even if SAM 6 Darkened loads after them. The Rail Crossing Textures should be de-selected if you are using the RRW Reskin mod. Note: No SAM 6 Darkened support is included for such optional custom textures, you need to get compatible versions from elsewhere, or those networks will remain with the default style. This feature simply allows you to prevent this mod from conflicting with them. Dependencies / Compatibility The NAM is required to make use of this mod, specifically you must install set #6 of the Street Addon Mod or the contents of this mod will never appear in-game. Network Addon Mod This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. Additionally you can select from three rail types, Maxis, PEG 205 or RRW (Real Railway). Help make this mod better Found a missing or unsupported texture? Having problems or Got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)? I would like to say a big thank you to the following people Rivit, for the huge support and tools that made this mod possible in the first place.
  22. Version 1.0

    4,482 Downloads

    Do you use the Maxis Highway Override Mod which came with the NAM a few versions ago, otherwise known as Project Symphony? Are you also using the Overpass mod from the Japanese NAM Facelift Mod? If so, you'll want this compatibility patch which updates all the models to cross MHO. Note: An earlier version of this file was previously included with my MHO Patch Mod, which is now obsolete. Please update your NAM version to 35 or later which includes all the other fixes and much more besides. If you previously used the MHO Patch Mod, you should remove it's installation folder/contents entirely. I.e. the folder "M - MHO Patch" inside the "z____MGB Mods" folder. Dependencies SC4 with NAM (version 35 or later highly recommended) and the Maxis Highway Override installed. The Alternate Overpasses mod from the Japanese NAM Facelift Mod (full details/links/tutorial can be found here). Installation / Load Order Load order for this mod may be a little tricky. The Jap NAM Facelift mod must load after "z___NAM" to work correctly. But this mod need to load both after that and also the Jap NAM Facelift mod. I've actually included with this mod a dedicated folder where you should move the Jap NAM FL mod, to ensure everything works. So when you extract the included .zip file, you get a folder "z____MGB Mods", including two subfolders "A - JapNAMFL" & "Z - Final Load". You should copy the extracted folder into the root of your plugins folder. If a prompt appears, click OK to Merge/Overwrite any files/folders. Then find the installation folder of the Jap NAM Facelift mod and place it inside the "z____MGB Mods\A - JapNAMFL" folder. This is the one and only supported setup. If you need to manage load order differently, that's totally fine, but I won't officially support this. Support Having problems? Got comments? Then why not visit my development/support thread at Simtropolis:
  23. Version 2.0

    2,787 Downloads

    The MTRDK came about as part of my earlier Sidewalk/Texture modding, but it's as useful today as it's always been. This updated version relies solely on the Automation options which are included in Rivit's excellent GoFSH tool (required). This download allows you to automate the creation of one or more of the following texture overrides: Sidewalk Mod Maxis Texture Replacer Extended Maxis Texture Replacer If you are creating a new Sidewalk Mod, using this download you can create a working override with just a few clicks. This is perfect for trying out multiple styles or changes without having to convert or pack textures and the like manually. But the core function is to take an existing sidewalk and extend it, so that it covers the vast number of lots that use the Maxis LE Textures. This image shows a city which is mostly comprised of Maxis lots, whilst a custom sidewalk has been installed, this is how things look without an additional Maxis (Lot Editor) Texture replacer. Here is the same scene, but including the MTRDK and MTRDK Extended replacements to match the sidewalk. Note how the Plaza and many commercial lots now have base textures that match the installed sidewalk, as do the driveways and other parts of the residential lots. In short this small mod, (otherwise included as part of SWN), can be used to both create an initial sidewalk mod and/or to better unify your game by adding your sidewalk to the Maxis lot textures which make use of them. I've kept this mod as a separate download, because many people might just want to update their own sidewalks, without using the entire SWN package. But it may also be useful for SWN users who'd like to customise these textures from their defaults. For example, the Paeng Sandstone (PSS) version of SWN is based around using all three sidewalk wealth textures. But Paeng's Sidewalks mod includes the ability to customise which wealth texture is used for each wealth. You can set GoFSH to mirror how you are using the three different wealths, to create MTRDK files that better match your personal setup. Of course, this process will work with any sidewalk or even textures you can find/make yourself, to create a game-ready mod using them. INSTALLATION It is very important that you extract the contents of the included .zip file into a single folder and that you do not change or alter the file/folder structure in any way. The extracted files are known as a repository, which includes all the resources you need for use with GoFSH, so it can build your custom mod for you. Using the Repository (Instructions) Run GoFSH and Click on the Run Script option from the main interface. Click on Select Buildfile, you need to tell GoFSH where the script from the download is on your computer and select it. Click on Select Textures The first thing you need is between one and three sidewalk textures, if using an existing mod this post details how to extract the textures from your sidewalk mod to use with this process. But you can simply click the Paving ? buttons to select any BMP texture to use for each of the three Sidewalks: At this point you can click on Start Build and GoFSH will create your custom mod. The created .dat files will appear in the same folder where you extracted the repository. Please see here for full step-by-step instructions on setting up and running GoFSH scripts, including links to a video tutorial. Note, the script MTRDK.txt by default only creates the MTRDK textures, if you want to create the base sidewalk mod also, you must open the script and remove the ' characters from the twelve lines under Build Sidewalk Mod. The ' tells GoFSH to ignore anything on the same line after it when reading the scripts. Essentially adding one to a line of the script disables that line, whereas removing them enables them again. Since these are also used to add helpful notes to the script, be careful not to accidentally enable those. But it provides a simple way to edit the script so you only build what you want. Need Assistance? Having problems and need some help? Or otherwise have feedback on my modding? Then please visit my threads at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack) where I'll do my best to help.
  24. Version 1.0

    2,775 Downloads

    Here is my re-lot of Yoder's fantastic London Eye. I don't use the BSC parks, so I modified the original to fit in with the park set I do use, Paeng's 205 Parks. 2 Lots are included, one for use as the centre-piece of a larger park (6x4) and a second stand-alone lot which can be "plopped and done" (6x6). All the properties are inherited from the original model, so see the included readme with Yoder's download for further information. Dependencies Building Model Yodders London Eye Note: Only the file YDR_London_Eye-0x5ad0e817_0x5266ff25_0x30000.SC4Model from this package is required. Current users of Paeng's Parks need only one additional dependency BSC MEGA Props - D66 Vol01 If you are not currently using Paeng's Parks, you will need to download these dependencies also If you don't want to use Paeng's parks themselves, you only need these four files from this download: Murimk_Park_props_1_small.dat Murimk_Park_props_1_large.dat Murimk_parkfences.dat Resource_Parks205.dat - BSC MEGA Props - swi21 Vol01 Optional Dependency SPOT (Park Lot only) Helper orientation pieces will be seen when plopping the parks 205 version, if SPOT is installed. Notes Note that although the pictures show Paeng's Sandstone, it was designed to automatically change to match whichever sidewalk mod is in use, provided you have a suitable texture replacement mod installed. Support Having problems? Got comments? Then why not visit my thread at Simtropolis:
  25. Time for some changes around here, after a number of years of updates things have become fragmented somewhat, so in an attempt to make things simpler to find, I am summarising everything in one place that I've created/released over the years. In addition to my main development thread, please find a special thread relating to all my BAT Models here All my small mods/fixes are being updated into my Lil' Bits thread here Complete information on using GoFSH texture automation can be found here See all my official (STEX) releases by clicking here Probably a good time to explain that I'm both RSC204 here and MGB204 on SC4Devotion, MGB was not available to me here if I remember correctly but is my preferred handle. Here is a quick peek at some of my more popular mods: Sidewalk NAM (SWN) - Intended to replace sidewalks on NAM networks that otherwise show the default Maxis one. Available in three variants or download the repository and make a custom version for any sidewalk using automation: MGB Euro Pavements - My own custom sidewalks SWN for Paeng's Sandstone Pavements SWN for Catalyst's Asphalt Sidewalk Extension Terrain Grass NAM (TGN) - Intended to replace the Grass on NAM networks to match one of four terrain mods: Berner Oberland by Gobias Sudden Valley by Gobias Appalachian by Lowkee Pyrenean by Orange (TSC)
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