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City-building game(s)

Found 130 results

  1. I have noticed that a lot of my commercial properties seem to be missing textures and/or props. I think these are Maxis buildings mainly doing it? There is definitely a chance I've installed a relot mod for Maxis buildings but not sure (I last played in 2019). As far as I know I have all the common dependencies. Does anyone have any ideas about what could obviously be missing here?
  2. SC4 Plop And Paint DLL

    Version v0.9.1

    152 Downloads

    SC4 Plop and Paint is a DLL plugin for SimCity 4 that adds an in-game Advanced Plopping & Painting panel. It lets you browse your installed lots, plop lots directly, paint props and flora, create reusable weighted prop families, paint terrain decals, and quickly build detailed scenes without repeatedly hunting through menus or hand-placing every item. The plugin is aimed at players with large Plugins folders, city-detailing workflows, MMP-style flora work, prop-heavy scenes, and lot-testing setups. It includes a cache builder that scans your SC4 installation and Plugins folders, reads exemplar/cohort data, and generates searchable lot, prop, flora, decal, thumbnail, and family data for the in-game DLL. NOTE: This is a newer version compared to the last version that was available on the STEX before the Simtropolis reset! It now comes with prop/lot/flora picking functionality, better support for seasonal props AND texture painting! The GitHub release v0.9.1 with attestation and SHA256 checksums is available at https://github.com/caspervg/sc4-plop-and-paint/releases/tag/v0.9.1 Main features In-game Advanced Plopping & Painting window, opened with O by default Buildings & Lots browser for finding and plopping lots, including growables Props browser with thumbnails, favorites, scene picking, and paint mode Prop Families tab for built-in families and custom weighted random prop palettes Flora browser and Flora Collections for painting single flora, families, and multi-stage chains Decals tab for painting texture decals on terrain and lot surfaces Direct paint, line paint, and polygon fill modes Grid overlay, snapping, rotation, spacing, density, density variation, and preview controls Pending placement workflow with undo before committing Prop strip mode for removing placed city, lot, and street props Favorites and recent paint history for faster repeat workflows Seasonal thumbnails where supported by the source content Dependency SC4 Plop and Paint requires SC4RenderServices v0.6.2 or newer. You can download it from the GitHub releases at this link or from the STEX page below: Usage instructions Full player guide, including screenshots, tab-by-tab controls, paint hotkeys, strip mode, decal options, and example workflows: https://github.com/caspervg/sc4-advanced-plop/blob/main/docs/USAGE.md Project page: https://github.com/caspervg/sc4-advanced-plop Demo video: System Requirements SimCity 4 version 1.1.641.x 64-bit Windows for the bundled cache builder SC4RenderServices v0.6.2 or newer Microsoft Visual C++ 2015-2022 Redistributable x86 Microsoft Visual C++ 2015-2022 Redistributable x64 DirectX/hardware rendering mode recommended for overlay previews and decal rendering Installation Close SimCity 4. Install SC4RenderServices first. Run the included SC4 Plop and Paint installer. Select your SimCity 4 installation folder. Select your SimCity 4 Plugins folder. Choose the thumbnail/cache settings. Let the installer build the cache, or run Rebuild-Cache.cmd later. Start SimCity 4, load a city, and press O to open the panel. The installer places SC4PlopAndPaint.dll, SC4PlopAndPaint.dat, and SC4PlopAndPaint.ini in your Plugins folder. It also installs _SC4PlopAndPaintCacheBuilder.exe and Rebuild-Cache.cmd under Documents\SimCity 4\SC4PlopAndPaint\. Rebuild the cache whenever you add, remove, or change plugins. Or when upgrade or install SC4PlopAndPaint. Configuration The plugin reads settings from SC4PlopAndPaint.ini in your Plugins folder. [SC4PlopAndPaint] ; Logging verbosity: trace, debug, info, warn, error, critical, off LogLevel=info ; Write SC4PlopAndPaint.log in the directory above your Plugins folder. Disable if you don't want log files. LogToFile=true ; Disable this if you want prop painting without the draw-service overlay preview. EnableDrawOverlay=true ; Direct-mode preview default: outline, full, combined DefaultPropPreviewMode=combined ; Default paint popup values DefaultShowGridOverlay=true DefaultSnapPointsToGrid=false DefaultSnapPlacementsToGrid=false DefaultGridStepMeters=16.0 ; Thumbnail display size in the UI (22-176, default 44) ThumbnailDisplaySize=44 ; Thumbnail slot colors shown behind transparent thumbnails in the UI. ; Accepts RRGGBB or RRGGBBAA. ; Set either option to an empty value to make it transparent. ; Defaults: background=425066, border=5B6B84 ;ThumbnailBackgroundColor=425066 ;ThumbnailBorderColor=5B6B84 ;ThumbnailBackgroundColor= ;ThumbnailBorderColor= ; Recent paint quick-swap overlay and history EnableRecentPaints=true ; Maximum number of recent paint entries to keep (1-16, default 8). ; Only the first 8 previous entries get number-key shortcuts; later ones stay click-only. RecentPaintMaxItems=8 ; What to do with uncommitted placements when switching paint targets: ; discard = remove uncommitted placed items before switching ; commit = keep placed items and finalize them before switching ; keep = leave uncommitted placed items in place when switching PaintSwitchPolicy=keep Most players can leave the defaults unchanged. ThumbnailDisplaySize may be useful on high-resolution displays. 3rd party code SC4RenderServices - GNU LGPL v2.1 gzcom-dll - GNU LGPL v2.1 Dear ImGui - MIT License reflect-cpp - MIT License spdlog - MIT License {fmt} - MIT License args - MIT License pugixml - MIT License yyjson - MIT License stb - MIT / Public Domain Windows Implementation Library - MIT License libsquish - MIT License mio - MIT License jsoncons - Boost Software License 1.0 utfcpp - Boost Software License 1.0 ctre - Apache License 2.0 with LLVM Exceptions raylib - zlib/libpng GLFW - zlib/libpng Fira Mono - SIL Open Font License 1.1
  3. Hi guys, I edited a custom lot called "Hockey field" (campo da hockey). I put some people props in the side and other in the center of the field. When I put it in the game I can see only the people in the side but not the people in the center. Can someone help me? I attach the files. Thanks campo da hockey-0x5ad0e817_0x16a38c3a_0x30000.SC4Model PZ2x4_Campo da hockey_96acc80c.SC4Lot
  4. Is there a way to get rid of the blue skin of the passenger trains? Or any other trains or mass transit? I want to revert the look of any and all mass transportation vehicles to the original base game look. I don't remember passenger trains having that distinctive – and from my personal taste – ugly blue, modern look from the base game (correct me if I'm wrong, what is the color of the base game passenger train?) My best guess is that NAM has texture, prop, custom graphics/skin, or something that changes the color of trains, and maybe buses too (I haven't noticed the buses to be eye-popping and ugly like the passenger trains). Maybe I'm overreacting, but the very noticeable blue color just stands out too much and looks cartoonish, and it doesn't fit well with the surrounding building and whatnot. Thanks in advance!! P. S. The picture below is from a let's play by Rob's Red Hot Spot ep. 9, but the train is the same cartoonist ugly blue!!
  5. Version 1.0.0

    93 Downloads

    2 most common police cars currently used in Sweden. Includes real and Maxis scale options, and corresponding props, choose one. They replace the base game police cars, not compatible with other mods that do this. Pictured are Maxis scaled ones.
  6. Version 1.0.0

    101 Downloads

    Prop versions of the same old automata models from years ago, in accurate and Maxis (120%) scale, choose which you want and delete the other.
  7. Somebody know where to find those Neko props sign (or maybe another) ? I can't remember where I found this. Thanks in advance.
  8. Hi Community, As I try to fish for some custom BATs, I was wondering whether there is any point in assigning these BATs the "building family" property. From what I remember, one of the more experienced users told me that this property is used so that the game can actually "see" the difference between, what it otherwise considers, "identical" BATs, thus, increasing the likelihood that all buildings are chosen for construction more equally from a wide pool of possibilities that BATters give us. I'm just not sure if this would work well as I also remember that adding the "Building/prop family" causes the bug in which empty lots grow in the city. Adding a variable that groups some building together sounds good as a way in helping the game to become more random. But since it invites an additional trouble, I am quite skeptical whether this will indeed be a good solution. Apart from the "Building/prop family" value, do we have any other tool or method by which we could group custom BATs to help the game actually recognize differences between the resources we feed it with? Or is this beyond our current capacities? I hope I explained my point well enough.
  9. 1942 Nestle Mural

    Version 1.0.0

    39 Downloads

    Use prop anarchy to resize and change brightness.
  10. Version 1.0.0

    26 Downloads

    This is a pack of 2 props. Use prop anarchy to resize and change brightness. Use find it to find them: 1946 Norge Mural greyhound bus ad both are 2k
  11. Help please, I have a prop(not texture) that's invisible(all zoom levels) when a shadow is over it, it's the yellow lines. What can I do to make it visible again? Still can see a little in the bottom middle. Thanks for your time!
  12. The original Hollywoodland Sign

    Version 1.0.0

    34 Downloads

    Nothing special, just a simple prop recreation of the original Hollywoodland Sign
  13. Murals for brick walls (prop) pack #1

    Version 1.0.0

    53 Downloads

    5 murals for brick walls and 1 roof-top/roadside billboard. All reproductions of real historical American ones. 2k photo textures , scanned from y personal collection of vintage Americana stuff. Use find it to find the assets and the prop mod to scale them as you wish. Matson Line Billboard Mural 01 Mural 02 Mural 03 Mural 04 Mural 05
  14. Ukrainian Flag (Day of Peace Add-on)

    Version 1.0.0

    201 Downloads

    As the unthinkable events unfolding in the Ukraine right now continue, your Sims can show their solidarity with the Ukrainian people, by flying this animated flag in your cities. This is essentially an addition to the Maxis Day of Peace DLC, which seems quite apt under the circumstances. Please use it in your cities and screenshots, as a symbol of hope for peace and an end to this pointless conflict. Installation/Use Simply place the included file DayofPeace_Ukraine_Flag.dat into your Plugins folder and the animated prop will be available to use in your cities. Lotters can find the Prop named "LM1x1x18_UkraineFlag_2D2F" for use in the Lot Editor. This package also contains a simple 1x1 lot (optional), found at the top of your Parks Menu, including the flag, so you can use it standalone. For greater flexibility, this flag has been made compatible with the One Flag Many Nations mod from Pegasus. Simply use the file PEG_OFMN_Flag_Ukraine.dat as a replacement for any of the current options from that set, to see this flag on those lots compatible with PEG's mod. Note that you still need to keep the main file installed for this to work correctly.
  15. davide prop v1

    Version 2.0.0

    1,883 Downloads

    Here some prop streetlight flower, plants bench, trash bin patio swimming pool old car from eastern europe old american car table, chair, deckchair play ground set
  16. I already gave up guys. I was all night trying to understand how to add C$ to some mods, but I didn't reach it. It's difficult to understand because it's a lot of data & sincerely, I don't know about programming. MY DOUBT: I have some mods I downloaded/rebuilt that are just landmarks or parks & I want to add to them the Commercial info VJobs, wealth, crime, etc.) In less words, I want my mods to have the Commercial service & the jobs, like real restaurants. ALL the help & support will be very much appreciated. I have Reader, PIM, SC4Tool, LEProp, Lot Editor & SC4 Data Node. Thank you so much in advance
  17. AGC - Benito Juárez Monument 01

    Version 1.0.0

    880 Downloads

    History: This monument is in the Plaza México located in Santander, Spain. Specs: (The file does not include a lot). Night: Darknite You can find the building in the Lot Editor as: AGC_Statue-Mo_Spain_Benito-Juarez-Santander_V01_S1_90 (Building & Prop) Scale of the model: 133% on all axes. Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). Dependencies: If you choose the Darknite version you need this (It's not mandatory). SimFox Day and Nite Modd Now you can make voluntary contributions to support me in continuing to create more content for SimCity 4 (I decided to use Paypal instead of Patreon because I want everyone to have access to my content). https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the people who have donated to me!
  18. Hello, I've been sort of on and off paying attention to SC4 since it came out, back when I was around 12 years old - back then modding for the game was no where near as complex as it is now from what I'm seeing... I'm really impressed to be honest. Back then I think we used Gmod, Ilves reader, and a few other tools which I think we shared with the Sims 1... One thing I'm seeing a lot of now is that you guys have figured out a ton, such as the lot prop debug dll (we had no such thing as an in game plop tool back then lol,) as well as finding tools like the in game lot editor even if it doesn't work. This is the thing that finally made me log into this account as I think you guys might actually know what I'm talking about now. From what I understand many many years ago, the game seemed to have two types of manually ploppable objects (which I guess everything else is a subset of.) There are lots, which reference a file that has stuff on it likely from a .dat file, and there are props, which could be used independently of lots where you could place them on a square of land - this includes stuff like trees. At least it seemed like this was the case, natural items like fauna generators and trees seemed to be in the open, while everything else was a lot such as a road, a building, a park, and so forth. However, you couldn't just plop anything you wanted down, you couldn't put rocks down if I remember right, and had to resort to a custom lot if you wanted something like that even though the prop files existed. Have you guys figured out how to plop prop items on unlotted/unmarked land like the tree tool? Such as if I wanted to assign a bunch of rocks to a land square, or even more outlandish like buildings (which are also prop files?) Or what about fine tuned placement/rotation of things like trees? I'm sure someone already long looked into this but you guys have such an impressive amount of work done I can hardly make heads or tails of the forum posts this many decades since I played the game...
  19. Good morning or good afternoon to some. I decided to create a new topic that would document what I'm trying to do. My ultimate goal is to create some tree-only lots for later use in the game. As I mentioned a few days ago, I'm just tired of painting entire swathes of SC4 landscapes with MMPs. I have lots of fine tree and bush models in my plugins folder, but there is just one big problem - they are scattered about in numerous .dat files which makes using them as prop families in forest lots a little bit of a hassle. Especially when you realize that some of the prop families have repeating instances of trees and shrubs. Thus, I wish to coalesce all these models into separate, bigger sets which are more manageable from the landscaper's point of view. The final goal, as I currently envisage it, is to have just five, maybe six prop families from which I can later build forest lots. I decided to write down this process so that anyone who ventures upon the same trail can look it up, and get the jist of the workflow involved. A little disclaimer though - this will not be a tutorial so no step-by-step instructions will be offered. Rather a record of my thoughts regarding the entire process and its stages. This is by no means a prescriptive guide and you may, in fact, find a better way to do the same thing on your own. Of course, any comments and ideas regarding my methods are welcome! _____________________ 01.07.2021 The first stage I determined would be necessary for me to complete this project was to actually familiarize myself with the (already vast) contents of my plugins folder. I needed to know exactly what trees and plants I already have and see how exactly do they look like. In order to do that, I opened the LE and, first of all, created some "Display Lots" where I put some of the "suspect" prop families. By "suspect" I mean "prop families that seem to contain some flora". Another step was to take a closer look at the contents of the prop families I used in the "test lots". By that I mean - exact filenames of the floral props. Currently, I am in the process of writing all these prop names down so that I can later segregate and rearrange them into new prop families. I actually use four "modifiers". The type of flora (a tree or a shrub?), the size of an object (S, M, L, XL?), the type of forest a prop is likely to grow in (mixed, jungle, coniferous, deciduous) and my highly prejudiced and fully subjective quality rating for a given object (three levels - an OK prop, a good prop, a beauty prop). I use an excel chart to record all of this. Here's how it looks: The idea now is to continue to write the prop names down until all prop families are examined. It seems like a big deal but it's not that bad once you realize that, as stated above, some items will repeat from one prop family to another and you no longer need to inspect them. Once I get all the names, I will then sort all the items to assign them into new prop families I'd like to use. The size and type of forest an item grows in will be the main keys for that operation. I don't actually think that geographic distribution of a given species is something I should worry about too much in a game, right?
  20. Hello Everyone, I'm afraid I can't find my way around iLive Reader again... Here's what I intend to do... I have identified the names of several props and I would like to make my own prop family out of them. One of the names involved is "Flora2x2x2_QuarterShrub_1EDF" and it is located in the default SimCity_1.dat. I tried to use this tutorial but it doesn't even say how to search for exemplar names in .dat files! This is exactly the problem - I can't find the exemplar which contains the name of my chosen prop(s). Consequently, I cannot copy it to a new .dat file and create a new prop family. Searching for the exemplar name, no matter which option I choose, does not yield any results except for lot where they are already used. Which is not what I'm after. The only way by which I can see this exemplar is through the "navigator" window. But that does not allow me to copy the file and carry on with my project. Any tips? I'm really tired trying to figure it out.
  21. Trabant - Set

    Version 1.0.0

    145 Downloads

    From the old DDR "East Germany" Trabant Here a set of 8 trabant 601 and 8 trabant "giardinetta" They're prop The original model is downloaded from sketchup
  22. Hi builders , my name is Kih3n and I want a rally track in SimCity 4... but kih3n, you can play another game for rally races... I know I know... Recently I discovered some videos of how use NAM (I´m already practice some curves) and see another videos of detailing (some cities looks like paintings, and I love them) So... with my love for SimCity 4 and my love for Rally races, I want to make a good looking track... and play with it (the automata mini game its awesome) I already have some lots and props, but I dont have many for make a good track (I recently start again in SimCity, so consider me a noob in the mater ) Can you recomend any good prop/lot for this project? Or have any idea for make a better looking for this? Thank you dudes for reading me Some shots of the city I made for this first track project The Track is in a ghost route of old farms (its the lore-idea) The mayor of the three towns (at south) wants make it part of the national Rally da car... sponsor maybe give him simeolons for improve the towns A detail view of part of the ghost route/ track... I dont have any texture or rocks... or any good looking props... or car-props... remember
  23. Flixbus Automata & Prop

    Version 1.0.0

    503 Downloads

    Flixbus is coming to your cities!!! New reskin of Scania bus automata will bring to your cities new green color buses of company Flixbus. Flixbus is a German brand that offers intercity bus connections in Europe and the United States. It is owned by FlixMobility GmbH, which also operates FlixTrain and FlixCar. Textures are HD quality - 1024x1024. It is highly recomended to play the game in hardware mode. There are two files. Automata mod and props (90°, 45°, 22.5°) for custom lots. I reskinned model made by Simfanatik. I hope you will enjoy it.
  24. Version 2.2.2

    1,670 Downloads

    🎉 Update 16 Oct 2021: Version 2.2.2 released. Please redownload 🎉 I have mainly taken ownership of this project from @STEX Custodian, but nevertheless, @Tyberius06, @Cyclone Boom, @CorinaMarie, and @art128 have been fantastic help in this project, whether pointing out content I missed, or through their general feedback and support. Thanks! For further information, including updates, please follow the thread. What is this? This is an expanded version of the original catalog on SC4 Devotion. I wanted to create a resource for creators that is a) much expanded - a lot has changed since the first catalog in 2011, and b) make it much easier to use. This means I settled on a HTML and JavaScript based catalog to allow for dynamic filtering and sorting of prop and texture packs. Who is this for? I hope this tool will prove invaluable for many content creators (and especially lotters) who are looking for more and better content to incorporate into their work. Looking for a motorcycle to add to your lot? Filter only prop packs that contain vehicles and/or motorcycles. Looking for seasonal trees? Look through all packs that contain seasonal trees until you can find the right ones for you? Want to use all HD? Scour all packs that contain High Definition props to find the ones you want. How do I use this? Thanks to the efforts of our fearless site admins, I'm able to provide the Catalog two different ways: Offline Viewing + Download: Download the small text file available here containing instructions to download the file, or just travel directly to GitHub and download the source .zip directly (approx 110mb). Online Viewing: Visit the dedicated page at Simtropolis to view and interact with online without needing to download. GO HERE. I found a problem! / I have a suggestion! Found a bug? Am I missing a prop or texture pack? Have an idea for additional sorting/filtering categories? Is there a better way to make the Catalog more interactive or useful? I would very much like to hear from you! Please feel free to drop a post below in the thread, or if you're familiar with GitHub, open an issue. I hope for this to be a project that sees quite a few improvements and updates over the coming months - I already have lots of ideas for improvements. Edit: 16 Oct 21 for v2.2.2
  25. Morning Everyone. So I've got this mid-density manufacturing industrial district. It's been recently lined with seven to eight "Mixing tanks" and my first thought is the dreaded "prop pox". How to tell it? Is this indeed the problem or is this a normal behavior to a certain extent? Thanks.
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