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City-building game(s)

Found 43 results

  1. A read-only topic to view FAQs, latest information, and key progress updates for the Simtropolis Recovery Project. Quick Links Simtropolis Returns! Initial topic commemorating the return of our beloved home. Calling All Volunteers! Interested in helping out with the project? If so, we invite you to post and join the SRT! Delete My File Message Banner! Have you updated a file and need the banner removing. Post here and we'll take care of it. Project Updates A list of posts noting important milestones about ST's road to recovery. Project Discussion Topics Frequently Asked Questions (FAQ) Q: What measures are you taking to ensure such data loss never happens again? A: This is of utmost importance. Dirk has already setup a full daily SQL database dump which is copied externally. We will be implementing full backups of all site content, which is synced to an offsite cloud location I've purchased. Additionally, Cori and I will be making regular local copies of this, which we'll keep updated. We can assure you there are harsh lessons learned from this ordeal. We will not let this happen again. Q: So what data is missing, and what do we have preserved? A: To understand what's safe and what needs recovering, there are three time periods: All Lost: After 28 February 2026 to 26 May 2026: Unfortunately, because 28 Feb corresponds to our most recent database backup, any new member accounts, posts, or files created during these final three months are lost entirely. At best we'll be able to re-post files, and possibly some other site content. Text Only: 17 June 2024 to 28 February 2026: The text-based details of the site are safe. This means all forum posts, member accounts, and the actual STEX description pages are intact. However, the physical download files (e.g. zip) along with image attachments were lost, meaning we will need to restore them manually or programmatically. All Safe: Before 17 June 2024: Everything is completely intact. This includes all forum posts, member accounts, PMs, images, and STEX files. Q: How are we going to rebuild all the missing files? A: This is already in progress, but there's much more to do. Some authors have been diligently working to re-upload their own files, and we estimate ~20% of the files lost have been restored. Then for additional missing files, I'm currently working on a dynamic list known as the Restoration Tracker, which will help us view what still needs doing. This will be revealed soon, and we'll have a dedicated discussion topic where you can ask questions and post feedback. Q: If I see one of my own uploads missing from the STEX, should I just re-upload it myself? A: You're most welcome to re-upload your own content yourself, but please feel under no obligation to. The Recovery Team will be working to go through files and restore as much as we can. Other harder to find items we might need to make a community appeal for. If you do restore your own content, that all helps as part of the process. If you'd like any assistance or unsure what to do, please let us know! Q: I have backups of files but I'm not the original author. Can I still share them? A: Given these unprecedented times, yes. But best hold off for right now, as the Restoration Tracker will have a way to notify us of any files you have. Then as the volunteers begin the restoration, they will contact you if they need your copy. (We have big zips already offered which may or may not cover everything.) Q: Can you tell me about the new host? A: We've since acquired a new server from Hetzner (in Germany), which is at least 10 times more capable than our old one, with twice the RAM and a much more powerful processor. All this too for no more than our old host cost per month, which makes it excellent value for money. Additionally, Hetzner's tech support have been outstanding. When Dirk reported the instability issues, they presented a range of options. When we asked for the hardware replacement, the technicians completed the process within mere minutes (and free of charge). This gives us confidence we're on a much more robust platform. Q: How can we support Simtropolis financially to help cover costs of the new server? A: We want to emphasise how this isn't a crisis, but if you wish to help Dirk fund the hosting, there are 2 options: Donate via Gumroad which gives you access to download the STEX Collections. Donate via PayPal either as a one-off or recurring monthly amount. All donations are appreciated! They each help keep Simtropolis open and freely available.
  2. New SimCity game

    Hello, After all those years I still can't find a city builder that simulates as well as SC4. For me SC4 is the only simulation who managed to recreate lively and evolving cities. I really don't like those plop and forget city painters. So I decided, why not make my own? I have programming skills, and I'd figure it would be a great passion project. For now my goal would be to recreate the core system of SC4, modernize and add new features: Mixed multi zones: To create lots that allow commercials mixed to residential, like per example having shops and restaurants on ground floors of residential buildings. Mixed population in buildings: Buildings could hold different types of population income (Example 50 low rent apartments, 20 middle class and 10 wealthy). Depending on economic factors, the balance could shift, rent becomes too high, low incomes are pushed out,... In the base game we have 3 types of population, low income, middle class and wealthy. I would like to try and see if we can subdivide more into, family, single, couple, if it could bring some interesting gameplay (Singles and couple wouldn't mind living in a neighborhood without school per example..) One huge single map that is the size of a SC4 region, where there is no boundaries between cities. The player could create cities anywhere in the region, with each their own budget, policies.. But they would influence each other like the SC4 region (global demand, pollution, trade traffic, commute and specialization..). The goal would be to manage to run a region of 40millions citizen with good FPS. On paper it is doable, but that would be the biggest challenge (But so interesting !!) Other ideas: The player doesn't own the buildings the sims built, so you wouldn't be able to destroy them at will, you'd need to get building owner agreement (payment can speed up the process, but could be expensive depending on land value) Buildings decay over time, owners need to refresh or abandon the building if conditions are degrading too much Traffic affected by weather (less pedestrian during rain or cold..) Energy consumption varies with seasons Franchise for commercial (Example: supermarket chains, gas/EV stations, food chain restaurants..) Different franchise would pop in wealthy district and poor district Internet provider. Lay cable lines and manage bandwidth demand Data centers (with huge electric power and bandwidth consumption) for AI providers to attract high tech industries What do you think about those features? As SC4 is such good game already, do those features justify a new development? I'm curious if people would be actually interested about it, let me know your opinion! (Copy from my reddit post in r/simcity4)
  3. Captain Adam SC3K BATs

    I made this in order to not spam the working on thread. Here is a collection of recent stuff I consider somewhat good, sharp viewers may spot a few parks I haven't released yet, I am planning them to pack them in one file. You can also suggest buildings in here that I can probably give a shot . Cheers!
  4. Hello everyone! I really love the game SimCity 4 — about 10 years ago, I even recreated it in paper form. Now I’m back to doing it again. I’ve been chatting with a friend who also loves this game, and he recommended that I join this wonderful platform to share my work and get inspired by buildings and ideas from other people. So I decided to go for it! Yes, unfortunately, there is a war in our country. Due to health reasons, I can’t move around much, so I mostly stay at home. BUT! That doesn’t stop me from working with my hands and using my mind! Right now, my son and I are making paper models together and having a great time! So, hi to all! I’d love to share my paper models. I’m new here, and after checking out some of your posts — I’m absolutely amazed! You guys are incredible. So many ideas, and so many of them already brought to life. In a nearby thread, one member creates everything in 3D — I’m blown away. I have a collection of over 300 unique paper building templates. I’ll be very happy to share my work in paper modeling with you. I’ve gathered A LOT over the years. But all in good time. I’d also be grateful if you have any textures of finished buildings and are willing to share them. Thank you, @bhmantan for telling me about this site! Big thanks to the administrator @CorinaMarie and everyone who supports this platform — that’s truly inspiring as well! Thank you all so much! P.S. Please also forgive any mistakes or inaccuracies in my words — English is not my native language.
  5. I have decided that over the next year or two, I am going to focus my efforts on obtaining as many unfinished gems that have been shared with the community over the years. I already have some ready and some I'm working on from generous donations. If you are a BATer that has either Mostly finished BAT that has been exported Mostly finished MAx file with materials (Max 2015 or below) Fully modelled with no materials MAX file (Max 2015 or below) 70% modelled with or without materials (Max 2015 or below) I'd love for you to reach out and see if there are any abondoned works I could bring back to life. Anything that's sitting in the 'Ones that never made it to the STEX' thread, or anything else. I've starteda spreadsheet of models and BATs I'd love to get my hands on. I understand that a lot of BATers that made these wonderful creations no longer visit here, so if anyone is willing and able to electornically track them down or is still in touch with them I'd love to get hold of them. Probably Discord is the easiest method, but happy to email them etc. Definitely not limited to, but I'd love to get in touch with - I know a few still come here but most don't @Aaron Graham @Francis90b @Darknono35 @PBGV103 @Girafe (want want want the Gherkin pretty pleeease lol ) @kellydale2003 @harishna @anotn @SimFox @paulvmontfort @bixel @Cockatoo @kodebo @Delecto @Amthaak I'm in touch with a few others and if anyone has any specific requests and can help please let me know.
  6. Have been trying to build a blacksmith mod for banished, started off with a model from turbosquid .... see here for a picture of it https://community.simtropolis.com/forums/topic/762782-creating-mods-in-banished/ But I'm not a 3d modeller so eventually give up trying to use it for a blacksmith mod (called it a wheelwright), and borrowed a mushroom from kid1293, so far I've got all the menus sorted, including creating my own menu button But its refusing to make tools, the actual mod program is made of the following folders and has 240 files in it, most of which have been created in the Bin and Build folders which is generated every time you run a build.bat I think the issue is in this part of the code EDIT: Have worked out why this isn't working and have posted an explanation over here
  7. ~ Welcome everyone to Hiroshima Prefecture. Here you will discover japan like never before ~ Hiroshima Prefecture (広島県 Hiroshima-ken) is a prefecture of Japan located in the Chūgoku region of Honshu. Hiroshima has a population of around 2,377,631 and has a geographic area of 6,112 km2 (2,359 sq mi). Hiroshima Prefecture borders Okayama Prefecture and Yamaguchi Prefecture. Hiroshima is the capital and the largest city of Hiroshima Prefecture, with other major cities including Kure, Hatsukaichi, Higashihiroshima, etc... Hiroshima Prefecture is located at the western tip of Honshu with coastlines on Seto Inland Sea. It is important to state and confirm that this project is not a recreation of the real Hiroshima region. I am simply taking the map and the names of the real region, as well as using the real city as a blueprint and as inspiration for my own creation. But this is not a recreation. In the images above you can see two maps, the first is the real area from which I have taken my inspiration, the second is the final map I am using in the game. As you can see, I have made some modifications in the terrain, I have added some islands, some more coastal areas, I have modified some angles, etc...But in general terms we can say that the map remains quite faithful to reality, although it is very possible that it will be modified little by little using the tools of the game to adjust it as much as possible to my plans. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Information of interest: - A metropolis surrounded by nature: The city and prefectural capital is a vibrant metropolis with more than a million inhabitants where nature, modernity and antiquity live side by side. The region has a young and modern culture that respects and strongly remembers its past. Religion is important and there are many temples scattered throughout the area which we will gradually visit and get to know. The city has a modern transport system, skyscrapers, ports and international airports, and is a metropolis surrounded by sea and mountains. - Economy: The city has an economy based largely on the sea, its industrial ports and the movement of goods around the world make this region an economically positive place. Tourism, business, and Japanese culture are an added bonus that make this region a place with a more than assured future. In recent years, the regional government has made great efforts to bring the region up to the standards of Japan's major cities and regions. - Urban planning and architecture: Large residential areas cover most of the prefecture's land. In fact, the whole region is connected by different villages and towns in which residential houses predominate. The region is heavily populated by old Japanese style houses, made of wood and mostly coloured in different colours. This is one of the characteristics and signs of this region. If you go to the centre of the prefectural capital, you will find modern skyscrapers and department stores. The region does not have any super skyscrapers at the moment, although there are plans to build some in the future. - A Religious Culture: Shinto is a religion originating in Japan, sometimes considered the indigenous religion of Japan. Along with Buddhism, it is one of the country's two main religions. The region is full of temples and shrines dedicated to these religions. Little by little we will visit and get to know all of them to discover this interesting culture which has motivated the construction of marvellous places all around the Prefecture. - Tourism: Prefecture's tourism focuses mainly on the region's temples and shrines. The Prefecture is visited to enjoy these unique places, such as Hiroshima Castle or Itsukushima Shrine located on an island in the prefecture's bay. In general, most tourists visit the region for a couple of days, usually including the Prefecture as a stopover on their travels around Japan. Currently, tourism in the region is not comparable to that of cities such as Tokyo or Osaka, but the local government is making great efforts to change this and put Hiroshima in a higher place. - Transport: The favourite word of Hiroshima's inhabitants is TRAIN ! The train is the biggest and most efficient transport in the region. You can practically go anywhere using the train. We will gradually get to know all the trains and models running around the Prefecture. The list is very long ! In addition, the city has two airports, a large number of ports, ferries, an excellent Highway system, two bullet train or shinkansen stations, last but not least, the region is also connected by an excellent bus system. - Ports and maritime economy: The region's economy is based on the transport of goods by sea, and its ports are the fuel of this economy. The entire coastline of the Prefecture is full of industrial ports. There are large areas of land reclaimed from the sea dedicated to port areas and there are already plans and future projects to build new ports in the region. Among the ports we can find container areas, gas and fuel ports, ports dedicated to the export of vehicles, as well as a large number of small ports dedicated to food and fishing. - Airports and international connections: The region has two airports, one for local use and one international airport built on an area reclaimed from the sea. Ana airlines and Japan airlines are the main airlines of the prefecture and the country. ANA airlines has one of its headquarters in the region as well. The International Airport is fully equipped to handle flights from all over the world. The city also has a small airport used to handle local flights, which is located in a densely populated area on Hiroshima Bay. Little by little we will learn much more about these airports and their management. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Additional information: The reason for this thread is the following. I would really like to build this region with all of you. It means, I would like to discuss with you about certain points, projects, share with you ideas about future projects, ask for your opinions and ideas, etc... I will try to share with you all kind of different things, such as the construction of the new airport, the main train station, transport planes, new port areas and hundreds of other things... I hope you like this project and you enjoy playing this game as much as I do. Thank you so much for your time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ City journal section list of updates: Currently no updates available* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ • Visit Hiroshima Prefecture and lose yourself in my own vision of Japan. I hope you enjoy your stay. ""arigatou gozaimasu"
  8. Hello everyone, SimCity 4 was among my favourite hobbies growing up, and I want to pay homage to the series by modeling all of it, because nobody's done it yet, so why not. I thought perhaps you would be interested to see how it's coming along! Current progress: 19/600+ buildings modeled, 11 printed (4 not shown here), and a city-building set is in the works. Estimated completion time: 5 years. I keep a blog with daily updates. Don't want to spam this forum. See you all in 2028! 😊
  9. CAM Revival Project

    What is the CAM Revival Project? With the CAM Revival Project, I want to provide high-quality CAM-patible lots for popular creators and buildings. As a new player, it's often hard to find CAM versions of popular buildings—or you end up having to mod them yourself to use them with the CAM. I wanted to make it easier and more accessible for all players to grow their collection of CAM buildings by creating packs of CAMelots for popular creators that have never released CAM-patible versions of their buildings. Want to contribute? See the section below for how you can be part of the project. The Long Explanation Let's talk about the CAM! For those not in the know, the Colossus Addon Mod is a classic SimCity 4 mod that "expands" the game upwards by adding more growth stages to the game. If you want a much better explanation than I can provide, check out @Tarkus's excellent blog post on what exactly the CAM does. The problem is that CAM is getting old and hasn't had a lot of love in a while. There was @InvisiChem's excellent version 2 of the CAM, but there hasn't been much fanfare since. There's still tons of CAM packs on the LEX, but a problem with a lot of these buildings is that they're very old. Not to diminish the work of classic SC4 creators, but many older buildings just don't look as good as some more recent custom content, with extremely detailed BATs and lots. Even if you don't mind installing older buildings, you're still missing out on so many amazing newer buildings! To a new player looking into CAM for the first time, like I was upon returning to the game recently, it doesn't look like CAM is really worth the trouble anymore. So if you're looking to install the CAM today, you're going to have to track down the few newer CAM-patible buildings or manually go through and PIM-X a lot of in-CAM-patible buildings yourself. A lot of us on this forum are crazy enough to recompute hundreds of buildings ourselves (myself included) but most people aren't going to want to go through the hassle. This got me thinking... what if we had sort of a "CAM revival" of sorts and published tons of CAM versions of popular creators like the days of old? I think the game is a lot more fun with the CAM and I'd like to share that with others. It felt weird sitting on my stack of CAM-ified buildings like a dragon for them only to be used by myself. That's why, over the coming months, I'm planning on going through a lot of my favorite creators and releasing growable, CAM-patible versions of their buildings. Sort of like @kingofsimcity's Diego Del Llano growable pack. It's great, but I want more! (I'm actually planning on making parts 2, 3, and 4 of the @Diego Del Llano growable pack... stay tuned!) There are lots of other great creators that have great towers and skyscrapers but all of their buildings are released either as ploppable only or stage 8 growable. CAM versions are easy to make but not everyone is going to want to get their hands dirty editing the lots themselves. That's why I want to make it more accessible to everyone with this project, the CAM Revival Project. (Pretty catchy, huh?) Besides releasing CAM-patible buildings myself, I wanted to highlight a list of CAM-patible creators and buildings already available. It's not as easy these days as just going to the LEX and getting your CAMelots from there, as many of the best CAMelots can be found only on the STEX (if you know where to look). How to Contribute While I plan on doing a lot of the work myself, I of course would be very grateful if anyone else wants to contribute. However, I want to make the quality of the CAM Revival Project high and consistent across different uploads, so I want to add a few guidelines if you wish to contribute to the project. For an example CAM Revival Project lot pack, you can download one of my packs here as a general idea of how it should look. Files should be grouped by the original creator. I think the best way to organize is by a single creator. For example, if you want to create CAM versions of @AndisArt's buildings, they should all be released together as a singular pack so users don't have to download so many separate files. However, if there are too many buildings in a single pack (20+), they can be separated into their own packs. (I like to separate by year released.) Of course, if a building has been released somewhere else as a CAMelot, don't re-release it in your pack. Only include CAMelots in the pack. If the building is under stage 8, generally it shouldn't be included. However, if the author has not released a growable version of a building under stage 8, feel free to include it as well. Buildings should all be created using PIM-X. The exemplar names should be in this format: OriginalCreator_NameOfBuilding. A User Visible Name Key with just the building name should be provided as well. For filling degree, your best judgement should be used, but I will add a couple of examples so we aren't too far off from one another. Lots shouldn't be changed (much). The original lot should stay mostly the same, but a few small changes can be made (like converting an overhanging lot or rotating the building to face the correct direction). Only .sc4lot and .sc4desc files should be included. No .sc4model files or other dependencies should be included in the file. These should all be linked separately for the user to download (with instructions to only copy the .sc4model files). The directory structure should stay the same. CAM lots should be under CAM/original author/separate folder for each building. A readme.html and image.jpg should be included inside the .zip with building stats. For the readme template that I use, you can download it here and modify it for your lot pack. Please make sure that both Maxis and DarkNite versions work, if possible. Releases should be marked somewhere as CAM Revival Project to indicate that they are part of the project. Post in this thread as well so it can be added to the list of CRP files. If you want to create a pack for a creator, please post what you're working on in this thread to avoid duplicate work. However, for now, leave the NDEX, @DuskTrooper, @eburress, @ILL Tonkso, @oneil_1, @Chris M/DragonAnime, @SimRabbit, @SimRabbit123, @Superstar, @kd5rax, @Equinox and @Glenni contents as is, as @Tyberius06 is currently working on expanding these CAM lot packs. If you have any questions, please contact him. If you have any questions regarding these guidelines, please post them in this thread and I'll do my best to answer them.
  10. Ct1999's BAT

    I really new to BAT community, which means it is really challenge for me to do every project. Even in this case these are the project I completed: I will keep update the topic about the project I will do.
  11. Version 1.0.0

    379 Downloads

    Break the grid! Nyoooooooom....... BOOM. There goes the grid! Here's a fractionally angled version of Cliffside Park, NJ's most average brick apartment building. This one is located along Anderson Ave (Bergenline) and is 5 over 1, mid to late 20th century. Download includes: 2x 1x1 landmark lots with custom overhanging props (both left and right orientations) 1x .sc4model file of the following:
  12. Hello everybody I'm almost ready to upload my huge "White Line" project (park, city beautification, bike paths) and its 2000 lots (or so). 18 months job. See samples to get an idea. Lots, icons, Readme files, screenshots are all done but I still need : - 8 overhanging fillers (triangles and double tiles that do not exit in the two grass flavors I need). - 5 props families (2/4 objects in each) - 5 seasonal tree props to be turned in permanent ones I cannot do it myself. Don't know how to use GMax for fillers, and for the rest anyway I'm out of town until end March and the Reader doesn't function properly on my mother's computer (empty screen, props list doesn't show - Windows 10 issue?). I would need all that final job properly done by some "experts", with unique IIDs to avoid bringing conflicts in the game (I already have a personal Prop Family range that I asked few weeks ago on the LEX). Feel free to answer here or in PM. Thanks for your answers and your help. Pascal
  13. I saw the recommendations for other posts to start a thread not only to seek help in bettering my BATs and LOTs, but also to avoid posting anything too worthless to the exchange. Constructive criticism welcome. also is there something else besides gmax that can do the same thing? It looks like it is no longer around?
  14. Hi all, I've decided to take a crack at the BAT. I've wanted to give back to the community that's produced such awesome content and I'd like to make a little of my own. For my first project, I'm going to attempt making some Baltimore-style row houses: I'm intending for there to be 3 of these per 1x2 tile, thus they are 5.33 m wide. I'm doing my best to replicate actual dimensions otherwise, with all vertical elements scaled at 1.33x. GMAX is a steep learning curve, but I am enjoying it thus far. I welcome any feedback or advice. Thanks all.
  15. My Current Project. Located at 621 N Citrus Ave, Los Angeles. The main thing I have difficulty with is the roofs so if y'all have suggestions about that or anything else let me know.
  16. Good evening Here my projects, i added item and texture on roof Condominio Bottoli
  17. Hello there~ Please welcome my Fayeddd's project page. I would like to share my idea and asset creation progress in this thread. For people who want request to me making something, You are allowed here. I made many mods already for Cities XXL you can check here : Resources from fayeddd At this time I am recreating my old mods (not all of them) into an asset in Cities Skylines. So... allright allright..
  18. Solid_Snake's BATs

    hi guys how are you? I'm back. This time by this topic, im looking for your suggestion about a interpretation of a floor plan. First thing first. I would have liked to continue with a good rhythm of projects completed and shared through this community, but unfortunately my computer was damaged at that time and with it I lost many things that I already had in development. In my country it is very difficult to buy a pc, so at the moment I am using the one I have in my work office, where I have the opportunity to start from scratch with the excuse of doing some extra hours. XD. I am afraid this will only be for a while, but I am excited to finish at least one project. If I change jobs I will leave you a notice where I will stop my work until one day I have a computer again. One of those projects is the one that I will present below. It is a Brooklyn style brownstone building. I'm not sure about the second floor (private deck) and how it fit with the other floors below. And I see what appears to be a front door in the garden floor and one more in the parlor floor so i thing it is because some building has stairs to get to the front door of the parlor floor and some others not. That is why I came here, to be able to finish it in the best possible way with the help of someone who can give me light on these details and to be able to share with you something of the best quality that I can offer. I thank you in advance for any suggestion and opinion to help me improve as a BATer. (sorry for my english, google did half the work here) And here is the floor plan
  19. Hi, how are you guys? Hope you're fine! I decided to start this topic to make you know that I'm working on a BAT project of the future tallest building in the world, Jeddah Tower or Kingdom Tower, as you prefer to name it. I'll start showing the updates (Photos or images) of the project very soon so stay on tune! I hope your support. Cheers!
  20. As you can see, this is the project as of now. I am relatively new to 3d modeling and Cities Skylines modding, as this is my first mod, but I have been working on it on and off for the past 2 months. Any critiques and suggestions are encouraged!
  21. Olá pessoal! Faz tempo que não passo por aqui e vi que entraram várias pessoas novas! Ao ver esse diário do @korver, fiquei encantado com tamanha dedicação e perfeição dele para reproduzir com fidelidade locais reais pelo mundo. Recentemente ele fez do Brasil que coloquei no link abaixo. Se você ainda não viu, prestigie, vale a pena! Aí tive uma ideia de abrir um tópico aqui para as pessoas contarem o que estão fazendo no SimCity. Mesmo que você não esteja fazendo algum projeto, esteja "apenas jogando livre e sem compromisso", tire uma foto e poste aqui. Vamos trocar umas ideias. Eu gosto muito de testar plugins e criei uma região laboratório para testá-los de maneira focada em um problema a resolver (criminalidade, poluição, incêndio, transporte, fazenda etc). Às vezes pego um e faço ajustes nos parâmetros com o ilive reader e assim vou aprendendo sobre eles meio que de forma empírica (tentativa e erro)... Aí, quando dá ruim eu peço ajuda no fórum... hahaha!
  22. In episode #1, we kickstart the city by building up a small island and than looking to spread out our city in the next episode. We so far have began to build our skyline, and commercial districts and the iconic japan neon light street. Project Japan is a humble attempt to build a somewhat realistic looking Japanese city situated somewhere between Okayama and Kobe on the northern shore of the Harima-nada sea. Japanese city series are almost non-existent, perhaps because of the serious ack of Japanese themed assets on the workshop. Finding inspiration can be tricky. Therefore, revamps are to be expected throughout the series, as i get better at building Japanese cityscapes and/or new assets become available. Find out more by watching my video below.
  23. Hey guys ! This topic is made just for you. (!)Posts are going to be edited a lot so make sure to come often. I will mark new edits with a "!" Here we are going to talk about : - News about the SimCity Revive project - Screenshots of the mods - Comments about SCRevive - Q&A allowed! - Requests for the project
  24. Solid_Snake0911 Projects

    Ey gente, aqui Solid_Snake0911. A partir de hoy abriré este topico para publicar mis proyectos y QUIZAS algunos tip's para crear mis trabajos. Desde hace algunos años he tenido que ser autodidacta de todo esto del Bating para poder comprender y comenzar con edificios pequeños y la aplicación de los detalles y SOBRE TODO EL TEXTURIZADO. Creo que una de las cosas más dificiles de este pasatiempo tan genial, es el texturizado. Con los años aprendí a arreglarmelas por mi cuenta, sin embargo, caresco de conocimiento de sitios recomendados a los que pueda acudir para conseguir información, texturas, tutoriales o incluso, información sobre los edificios que me interesan modelar para Simcity 4. Hace casi 2 años comence un proyecto que por algunas dificultades (se daño mi computadora y tuve que esperar meses para comprar tan siquiera un disco duro nuevo) se retraso una y otra vez pero por fin podré adelantarles algo de lo que ya tengo terminado. Debo decir que en vista de lo dificil que se me hace trabajar con 3ds Max (por lo antigüedad de mi pc, tengo que sustituirla por completo y no tengo dinero ) aprendí a usar Google Sketchup para modelar, pero si uso 3ds Max para renderizar los modelos, a partir de alli no tengo problemas para agregar los modelos al juego. Antes de presentar mi adelanto del proyecto actual, me gustaria pedirle el mayor de los apoyos a toda la comunidad para ayudarme a continuar realizando mis trabajos a largo plazo. Ayuda con algunas paginas web de texturas (textures.com -no se si las politicas del foro me permita mencionar paginas web- ya la conosco), sitios web que me brinden información de arquitectura de los edificios (planos arquitectonicos o de cualquier tipo), algunos trucos, tutoriales o información para desarrollar mi agilidad para modelar, texturizar o crear nuevo material. De antemano les agredeceré su comprensión y colaboración en todo lo que me ayuden, de todas formas todo será con la finalidad de compartir con todos ustedes lo que pueda aprender y crear. Bueno sin nada más que agregar por ahora, les presento al... 120 Wall Street.
  25. DU Tigers Fieldhouse

    Version 1.0

    898 Downloads

    DAVYNSBURGH UNIVERSITY PROJECT This is a 11x15 Landmark lot and is a fictional university stadium. Part of the Davynsburgh University Project and is the home of the Tigers basketball and hockey teams. The stadium was built using Sketchup and currently has no nightlights. It features a large outdoor viewing screen for fans to watch and cheer from the East end of the stadium. Special gameday concerts are held at the same end on the PLB Stage. No Dependencies Feel free to check out the other DU Project buildings here: https://community.simtropolis.com/files/file/31054-du-rivers-stadium/ https://community.simtropolis.com/files/file/31119-du-main-library/ https://community.simtropolis.com/files/file/31120-du-tigers-stadium/ https://community.simtropolis.com/files/file/31126-du-entrances/
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