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Showing results for tags 'obsolete'.
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I'm just getting back into SC4 after not playing since 2012. Back then I had a TON of mods that were not so organized. I'm now trying to organize them all and go through them one by one looking for dependencies etc that all exist on my hard drive from saving back then. Problem is that now things are updated lol. I've got the newest CAM, and the newest NAM. What I'm wondering is if the Road Top Mass Transit 3.5 , Street Addon Mod 3, Network Widening Mod, and Real Highway Mod are all part of NAM 43? I've also got the RTMT Addon pack to 3.6 as well as the following NWM Addons "Modern Tollbooths" "NWM Tollbooths" "MAVE No Grass" "MAVE4 T21" Median for MAVE-2" So if anyone could shed some light on which of those are not needed with the newest NAM now. Also is there anywhere to find out which dependency packs are obsolete now? I have a metric #@$! ton of BSC packs, and SG packs etc, and just wondering which of those have been superseded by (hopefully) considerably fewer packs.
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Version 1.0.1
1,093 Downloads
This set can be found in my Mega Prop Pack. Please download here. This file is deprecated. This is a massive expansion to the choice of car props we have in the game, influenced by cars in the Gran Turismo and Forza series. Some models are my own and others are from people in the 3D community who have allowed me to use their models for this mod. All props are in HD, as this is my first HD upload. I may do 45 degree versions and other cars in the future. 650 different car props and 300 different car models (which you can see in the readme, as the amount of car models is too long to list). I got permission from a lot of people to use their models, as well as made a few models myself. This upload also includes a test lot CS$1 that just uses the Kusin Motors building that shows off the cars, called 'PC's JDM' and it also includes a dependency, as I also use AndisArt's HD cars. Special thanks go to: MGB99 of CGTrader for use of his models like the Supra, Impulse, and RX7: visit his store and buy his models here https://www.cgtrader.com/mgr-99 Renafox for their Saturn SL1 model: https://sketchfab.com/kryik1023 Sfdemir for many of the cars in the pack: https://www.cgtrader.com/3d-models/car/standard/low-poly-car-collection Sonskitec for the MR2 90s, Focus ST, Rabbit and a few other models: https://www.cgtrader.com/sonskitec GeoffGarit for the Alpine, Volvo 480, and Renault Encore models: https://3dwarehouse.sketchup.com/user/0826095084900675215760259/GeoffGarit?nav=models Digimation for the 90s Legacy and Accord: https://www.cgtrader.com/digimation-archive Cyrus Khan for the Racing Camry: https://3dwarehouse.sketchup.com/by/cyruskhan?nav=models PM3DM for their CRX, AE86, etc. https://www.turbosquid.com/3d-models/vehicle-car-3d-model/294257 TaurusX for a few models from their store: https://www.turbosquid.com/Search/3D-Models?include_artist=TAURUS_X&page_num=4 joce for their Mazda 626 model and a few others: https://3dwarehouse.sketchup.com/user/0344541181552283433102590/Joce Marian87 for their models: https://www.cgtrader.com/marian87 Please visit and check out their work as there's a lot of cool models in these market places by some very talented people. All other models by myself (like the Silvia S14, 323s, Pulsar NX, Scirocco, etc) or cannot be attributed to an author. (If I forgot you let me know) -
Version 1.0.1
4,586 Downloads
KOSC presents: SuperSHK Parking Textures Vol. 1 Introduction THIS PACKAGE IS NOW OBSOLETE. GO HERE: After weeks of experimentation, I am proud to bring you my first texture set as part of my Superparking project. Originally conceived as a simple modular parking set, it evolved into an extension of the base SHK Parking Pack, and quickly turned into its own beast. Now this agglomeration of random parking lot ideas is finally a reality. Overview This set contains 352 new overlay textures for building and customizing your parking lots to your heart’s content. Many of these ideas were from parking lot layouts utilized by many business parks around North America, such as Denver's Tech Center and Silicon Valley. Note that this set avoids the full-parking-block-on-one-tile option – I’m referring to the single tile textures with back-to-back parking spaces, which has long been a part of SC4 (it shipped with the game!). Unfortunately, most of these are completely unrealistic, since vehicles have either one car length or less to back out on, not to mention the one-car width paths. Ultimately this set is geared for lotting more realistic style of parking, which are largely influenced by our resident nos.17. These textures are broken into 4 components, each with separate DATs. The contents are as follows: Pack 1: SHK+ Plus Orthogonals An extension of the original parking textures (quite literally). Spaces are approximately 20% longer so that the car props now stay within the spaces rather than jut out past – credit goes to MushyMushy for this one. Unfortunately with this change, these overlays aren’t quite compatible with the original SHK end island props, but that’s actually remedied somewhat here as well. This pack also introduces brand new transition pieces which are offered in all 3 standard wealth options with both pavement as well as grass choices. Pack 2: Islands, Curbs & Paths A set of parking “islands” and curb pieces meant for general pathing. Curb pieces contain all 3 standard wealth grass and pavement options. Also introduces diagonal parking block “bisectors”, which is just a diagonal path that cuts through an orthogonal parking block. Pack 3: Junctions and Road Markings Contains basic junctions and road markings. Markings include solid median lines in yellow and white, as well as stop signs and zebra crossings. LHD is supported. Pack 4: Diagonals Contains a basic set of diagonal parking textures and necessary pieces to make fully standalone diagonal parking lots. Includes orthogonal transitions, end islands, and some pathing related pieces. This is the main highlight of this set, as diagonal parking has been a rather neglected component of SC4. Well, not anymore I say! Bonus: Lotting Examples There’s a small folder included called “Lotting Examples” that contains a few images of layout combinations that are now possible with this set. Hopefully lotters will find this useful . This set contains no actual lots -- those will come at a later time! Install Instructions Drop the files in your My Documents/SimCity 4/Plugins folder. These should show up under the overlay texture section in the lot editor and PIM-X. Dependencies None. This set will serve as a future dependency for my lots. While it is technically a standalone texture pack, SHK Parking Pack is a requirement to take full advantage. Credit to shokthrpy for the original set, which served as the template for me. It wouldn’t have been possible to create this without it! -
Version 1.0
917 Downloads
This pack has been superseded by MMP Project. Please find the new download link here: Dutch Prop pack MMP's Models made by w_swietwoot MMPS made by Ernestmaxis Dependencies: Dutch Prop Pack 1.1 This zip only contains MMP's! 100 MMP's each files are 90 dedgree turnable! When clicking multiple times model will turn like in mayor mode. Thanks for the help from all men on the community on Simtropolis and Simcity devotion! Hope you enjoy them! Dependencies: https://community.simtropolis.com/files/file/28522-dutch-prop-pack/ -
Version 1.0
6,387 Downloads
THIS FILE IS OBSOLETE! THE OWR ADD-ON HAS BEEN MERGED WITH NEKO PUNCH'S FACELIFT MOD. Neko Panchi released a few years ago the NAM Facelift mod as a brilliant workaround to palliate the "missing" sidewalk textures along the wide radius curves. The recent addition of wide radius one way roads in NAM version 31 called for an update of Moonlinght's mod, so here it is. All credits should go to Neko Panchi for this, as all I did was a mere copy-paste job to expand the mod's functionality to OWRs. How to install: Unzip the files and copy them in your plugins folder. This mod is intended to work with the NAM facelift mod, so it is recommended to put the files in that folder. The Common folder should always be present, regardless of the sidewalk style you choose. The WIde curve, Wide curve merge type A, Wde curve merge type B and z_Wide curve overall pavement folders contains differents T21 based exemplars, each having his own pattern. If you install them all, only the last one in the loading order will be taken into account, so be sure to delete those you don't want. Note:I kept the same folder structure as the original for convenience. How to choose the type of sidewalk? Wide Curve: will always trigger the appearance of sidewalks that follows the curve, with an "all or nothing" effect. Unsensitive to zoning density type. Wide curve merge type A: will trigger the appearance of sidewalks with a more progressive effect. Sidewalks appears only close to zoned areas. Sidewalks will either follow the curve (if zoned low density) or be full squares (if zoned medium or high). Wide curve merge type B: similar effect to the type A. Only slight differences. z_Wide curve overall pavement: will always trigger appearance of full squares, regardless of density. Progressive effect. This is based on my observations. Bear in mind I didn't created the mod and I don't have a translation of the readme. Experiment, and see! Mod limitations This mod is T21 based with props. This means that you have to place your curves on a flat ground for best results. Occasionnally, even on flat ground the road will disappear under the sidewalk texture when those are triggered. Simply change your zoom or rotation view to fix this. Dependencies: NAM Facelift mod by Neko Panchi NAM version 31 or higher Special thanks: -to Neko Panchi for his awesome mod -to the NAM Team, for continuously adding great stuff to the game and usiing streamlined nomenclature which allowed for a fast and easy progress in the creation of this add-on -to Marteen/Mandelsoft, for answering my odd T21-related questions -to Simtropolis, for being a kick-ass site -to the SC4 community, for all your support and inspiration. Enjoy Edit: I originally credited Moonlinght for the mod, apologies to Neko Panchi who is the original author of the mod.- 12 Comments
- 24 Reviews
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- neko panchi
- NAM
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Version 1.0
5,625 Downloads
Ponte Sant'Angelo, once the Aelian Bridge or Pons Aelius, meaning the Bridge of Hadrian, is a Roman bridge in Rome, Italy, completed in 134 AD by Roman Emperor Hadrian, to span the Tiber, from the city center to his newly constructed mausoleum, now the towering Castel Sant'Angelo. The bridge is faced with travertine marble and spans the Tiber with three arches; it was approached by means of ramp from the river. Works as a Road Bridge Dependencies: NAMv30 or higher -
Discussion about Always-On Connection to Origin
neurokirurgi posted a topic in SimCity (2013) General Discussion
http://www.vg247.com...tion-to-origin/ So basically this means no purchase for me. Such a shame, the game I've been waiting for years gets announced and it's seems awesome, and yet they manage to screw it up with stuff like this. I could live with the always online requirement (even though it's idiotic and drives people to piracy), but no mods means no purchase. edit: after hearing from you and other EA/Maxis sources, it seems like mod support is on it's way. There's still the issue of the always online requirement. While multiplayer sounds exiting (I for one would love to build regions together with friends), it shouldn't be forced on people, and I'm also a bit concerned about the global economy thing they are implementing into the game. There should always exist the option of playing completely offline, having your own fun without anyone else interfering in your little sphere of city simulation. And frankly, that's what they should be focusing on the most, traditional SimCity gameplay, just updated to be as good as possible in 2013 and the years to come. -
- 16 Comments
- 46 Reviews
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- NAM
- transportation
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Version 1.0
12,036 Downloads
This plugin is now obsolete as it has been replaced by a newer version that has been directly integrated into the NAM. Please see this post for details. This plugin features two GLR transitions, one from GLR-in-Avenue to Underground, and the other from GLR-in-Road to Underground. For both transitions, "Underground" may be subway, underground rail, or both. As of this release, there is no underground rail network for avenues, so that particular connection cannot be made. However, when such a network is made available, this connection should be usable. These transitions are also available in the RTMT Add-On Pack V3.60, so users who have installed that add-on pack do not need to install these transitions separately.- 37 Comments
- 86 Reviews
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- rtmt
- road-top-mass-transit
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- 27 Comments
- 56 Reviews
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- transportation
- rail
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- 47 Comments
- 111 Reviews
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- transportation
- station
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Version 1.0
44,716 Downloads
This is my first upload as a member of SCRT. This pack contains two stations for the High Speed Rail Project by Warrior. One for Ground High Speed Rail and one for High Speed Rail. Unlike the trainsit hub they only act as a station for HSR . They were modeled in max but i had a render error so i had to render in gmax. Both are on a 1x6 lot and have the same stats: Plop Cost $400 Bulldoze Cost $400 Jobs 5$$ 5$$$ Pollution 5 Garbage Power 25 Monthly Cost $20 Entry Cost $2 Capacity 10000 Dependencies High Speed Rail Project To see a bigger picture click here. Have Fun and please rate. EDIT: Someone mentioned a error with this station that i didnt catch till now (sorry) if you cant get this station to work then re-download it and it should work now.- 69 Comments
- 109 Reviews
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- 7 Comments
- 21 Reviews
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Version 1.0
15,195 Downloads
UPDATE: The station has been fixed so it will work properly for everybody. PC VERSION The first Beta 1 release of the High Speed Rail Project (HSRP) also included a HSRP Transit Hub that has connectors for High Speed Rail, Elevated Rail, Commuter Rail, and also works as a bus station. For the new HSRP release by the NAM Team, the station has been modified slightly in order to provide a better in-game appearance and stats. The HSRP Transit Hub can be found at the bottom of the Rail menu and has a passenger capacity of 40,000. The 8x6 lot is intended to serve as a transit hub in a downtown setting, hence the various rail connections and the bus station functionality. dependencies: High Speed Rail Project (April 2008) --- ---- 39 Comments
- 31 Reviews
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Version OBSOLETE
20,850 Downloads
HIDP (Heavy Industry Development Pack) Is a large project that relies on making lots and BATs of any type and function to enlarge the possibilities of making (or trying to) realistic large industrial districts. This is a prop pack which contains steel mill models, from Open Hearth Furnaces to limestone cars, to be used in upcoming monolithic and modular lots, used as a dependency. The permission of a team administrator (patfirefigthr) has been given to upload the pack after a final test. -NO DEPENDENCIES- 9 Comments
- 33 Reviews
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- 7
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Version OBSOLETE
20,391 Downloads
HIDP (Heavy Industry Development Pack) Is a large project that relies on making lots and BATs of any type and function to enlarge the possibilities of making (or trying to) realistic large industrial districts. This is a prop pack which contains steel mill models, from Basic Oxygen Furnaces to torpedo cars, to be used in upcoming monolithic and modular lots, used as a dependency. The permission of a team administrator (patfirefigthr) has been given to upload the pack after a final test. -NO DEPENDENCIES-- 9 Comments
- 34 Reviews
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- 9
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Version 1.0
12,343 Downloads
This one of several resource or "dependency" files required for the new Coastal Development Kit (CDK3) industrial style. This new style is designed to add new industry specific lots to the CDK. It is not intended as a replacement for any other CDK style. The resource pack includes 2 new ship props that will be used in the various CDK3 lots. The included props are: - The S.S. Vandy general dry cargo ship. - The S.S. Trolca general dry cargo ship. ** This prop pack includes two variations of each ship. One variation has the ship offset-rendered for horizontal placement... as pictured above. The other variation has the ship offset-rendered for vertical placement...for future use on lots with piers that extend out into the water. The prop pack also includes a defined prop family for an added random effect as well as timed versions of the props for a shuffling effect. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here. -
Version 1.0
21,194 Downloads
This one of several resource or "dependency" files required for the new Coastal Development Kit (CDK3) industrial style. This new style is designed to add new industry specific lots to the CDK. It is not intended as a replacement for any other CDK style. The resource pack includes 20 new truck props that will be used in the various CDK3 lots. The included props are: - 6 Semi Trailers (5 van & 1 flatbed) - 6 Semi Tractors (3 conventional style & 3 cab-over style) - 3 Semi Tractor & Trailer combination props - 2 Bobtail style trucks - 3 smaller Flatbed Trucks ** Additionally, this prop pack includes several defined Prop Families for added random variation on the various lots that use them. There are also several timed versions of each truck prop to create a shuffling effect as the props appear, disappear and change throughout the day. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.- 11 Comments
- 27 Reviews
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Version 1.0
16,170 Downloads
This is the primary resource or "dependency" file required for the new Coastal Development Kit (CDK3) industrial style. This new style is designed to add new industry specific lots to the CDK. It is not intended as a replacement for any other CDK style. The resource pack includes 44 custom props that will be used in the various CDK3 lots which are designed to add functionality & productivity to your coastlines as well a new, industrial appearance. Although lower than the established CDK-IND lots (2 meters versus 3 meters), the CDK3 lots can be easily mixed and matched with the CDK-IND lots as well as other CDK styles. This resource pack along with the other CDK3 prop packs also serves as a "development kit" for those who want to make their own, CDK3-ish lots in the Lot Editor. Once installed, all of the CDK3 props will appear in the Lot Editor prop list where you can use them as you wish. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here. -
Version 2.1
23,236 Downloads
2.0 Update - Feb 23, 2013 Thanks to Z1 for fixing an issue with sims not using the station. Description This is a modern el-train station with bus, subway and car parking. Has a translucent roof made by Swamper77 (Yes you can see the trains go by inside the station!!). This technique was first developed by Cogeo. Dependencies None. Note: If you have any issues with this or any other station feel free to PM me (brenda_xne). I would also love to see screenshots of your cities using my station. If you want to translate this station to another language or upload it to another site feel free to do it as long as you dont forget to mention who the author is and also please let me know if you do it (I love seeing the modifications people do to it and their sites). Brenda Xne- 54 Comments
- 68 Reviews
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- transportation
- misc
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Version 1.0
10,052 Downloads
CTA's Ashland/Lake station was built along with the rest of the Lake Street Elevated in 1892. It was designed by an unknown architect in the Queen Anne style, with elements of Victorian Gothic. Back in 1892, this station was identical to several other stations on the same line. Today, there are only two of these beautiful designs remaining. The stationhouses at Ashland remain intact, but the platforms have been extended and shortened many times over the station's century-long history. The platforms in this model are roughly as they appeared in the 1940s. The lot is only 1x3, with overhanging platforms, but it is meant to be linked with the NAM's Elevated-Railroad-Over-Road puzzle pieces, where those puzzle pieces cross a perpendicular road. (see the pictures, it will make sense then). Note: UDI does not work through this station, either on the roads or on the tracks, unless you drag roads through the lot after plopping it. Lot Stats: Lot Size: 1x3 Platform Length: 7 tiles Capacity: 10000 Cost: $1800 Air Pollution: 1 over 1 tile Water Pollution: 3 over 2 tiles Garbage: 1 ton/month -
Version 1.0
29,356 Downloads
This file is now obsolete, please download the new Mega prop pack: LBT Mega Prop pack 1 Description: This File contains more of 80 props that will be used by LBT in forthcoming uploads The prop pack contains Gazebos, flora, commercial signs, and many more stuff. Installation: The installer should install the files into your ducments/SimCity 4/plugins More info in the readme -
Version 1.0
17,819 Downloads
This is a RESOURCE file for CDKM (Marina) and other CDK lots. It contains 51 new props in total... of which 30 are new, custom BAT models. Many of these boat models were combined into other larger prop models that were used in the initial CDKM Marina lots. You do not need this file for those lots. * Players and developers may use these props on their own lots... subject to the terms of the EULA that is documented in the included readme file. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.

