Jump to content

Search the Community

Showing results for tags 'realistic'.



More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


Forums

  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Cities: Skylines
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • SC4 BAT - Open Discussion
    • SC4 Modding - Open Discussion
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
    • Indie Projects
  • Simtropolis Challenges
    • ST Challenges - Info and Discussion
  • Club-owners Club's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Guardians of the Galaxy's Topics
  • New Washington's Topics
  • Everything about details's Topics
  • CityBuildingMasters X's Topics

Categories

  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT & Lot Editor Tutorials
    • Modding Information
    • Mapping & Terraforming
  • Other Games
  • Simtropolis Articles
    • Interviews

Categories

  • News
  • News
  • News

Categories

  • SimCity 4 Buildings
    • Lots
    • Mods & Tools
    • Maps
    • Props
    • Textures
    • 3ds Models
  • PLEX (Main Files)
    • Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • Cities: Skylines Buildings
    • Maps
    • Roads & Traffic
    • Vehicle Assets
    • Game Mods
    • Props
    • Programs & Tools
  • SimCity (2013) Buildings
    • Game Mods
    • Roads & Traffic
    • Vehicles
    • Programs & Tools
    • User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • Cities & Maps
  • CitiesXL Buildings
    • Mods & Tools
    • Maps
    • Textures & Props
    • Lots
    • 3d Models
  • Simtropolis en Español's Descargas
  • Club-owners Club's Dirk's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Guardians of the Galaxy's Files
  • New Washington's Files
  • Everything about details's Files
  • CityBuildingMasters X's Files

City Journals

There are no results to display.

There are no results to display.

Calendars

  • Weekly Challenge
  • Extended Challenge
  • Monthly Challenge
  • Content Challenge
  • Voting Period
  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Club-owners Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Guardians of the Galaxy's Events
  • New Washington's Events
  • Everything about details's Events
  • CityBuildingMasters X's Events

Skype


Location


Interests


City-building game(s)

Found 185 results

  1. London Stock Exchange

    Version 1.0.0

    371 Downloads

    London Stock Exchange, by Mattb325. --------------------------------------- London Stock Exchange was founded in 1801 and its current premises are situated in Paternoster Square close to St Paul's Cathedral in the City of London. It moved to these smaller premises from the Old Stock Exchange Tower on Threadneedle St in 2004 as modern technology has reduced the need for face-to-face dealings on the trading room floor. London Stock Exchange is one of the world’s oldest stock exchanges. The current building on Paternoster Sqaure was designed by Eric Parry Architects and Sheppard Robson Architects. While this is a fairly faithful representation of the real-life building, given the absolutely crazy angles and curves inherent in the original design, not everything is 100% true to real-life; this was done deliberately to ensure that the building can fit comfortably on a 4x4 lot. Additionally, the sun-dial feature on the back wall of the building was omitted because it was too small to be visible in game and the fact that the sun doesn't move in SC4. This building is modded as a non-conditional Stock Exchange reward (meaning it can be placed at any time without having met prior conditions). It does not over-write the Maxis Stock Exchange reward and can safely be used in conjunction with these (or any relotted version thereof). This reward has been modded with higher CAP relief and jobs values than the Maxis version. Like the Maxis version, this building costs nothing to place and has no monthly cost. Placing this Reward provides massive CO§§§ CAP relief, has a landmark effectand also provides up to 155 highly desirable civic jobs. If you wish to help develop high-wealth commercial skyscraper districts, then in addition to ensuring the other elements of your city (such as good health, education, correct zones, low crime & other infrastructure) are catered for, placing this reward lot will greatly assist in CO§§§ development. It is on a 4x4 lot. --------------------------------------- STATS: Lot size : 4x4 Plop Cost: §0 Occupant Groups: Reward; Stock Exchange; Biz Lawyer Attack Wealth: High Wealth Demand Created: Jobs§: 23; Jobs§§: 46; Jobs§§§: 86 Demand Satisfied: CO§§§ 405,000 Park Effect: +0 over 0 tiles Landmark Effect: +120 over 60 tiles Pollution: Air 6 over 3 tiles, Water 4 over 4 tiles, Garbage 57 over 0 tiles Power consumed: 66 MwH Water consumed: 66 Gallons/Month Bulldoze Cost: §43,900 Monthly Cost: §0 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two seperate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: To ensure proper functionality, please ensure the following files are in your plugins: *BSC MEGA Props - Mattb325Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) --------------------------------------- NOTE ABOUT PARKING TEXTURES: Expensive London real estate means little or no open-air parking exists in the city. If you want to add parking textures, then you know what to do..... --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  2. • Update #8 || Hatsukaichi - The Port + Extra • ############################################################################## • Hello everyone, today I want to share with all of you the last update of Hatsukaichi. We have visited this wonderful town in the last 2 updates but I wanted to leave the port for the last update of Hatsukaichi. Why ? I have put a lot of effort into making this port and I'm really happy with the result, to me the port of Hatsukaichi means a step forward in my way to the perfect recreation of the Japanese landscape. I hope you enjoy all the pictures and the update itself • • In the past, the Hatsukaichi lighthouse was located far from the population and the buildings. This was previously a small peninsula far from the habitable zones of Hatsukaichi • • Due to the strong demand in the country and the shortage of land, the city was gradually gaining space to the sea and today the lighthouse is part of the town itself • • To understand the progress of the port first it is necessary to explain its past. The port is divided into 3 parts, in these two pictures you can see the old port; this one was the first port of Hatsukaichi. It's shape is quite simple, just a small zone created on a a shallow area, building it was simple and for the small and old boats there was no problem of depth ( In the past Hatsukaichi used its port only to supply fish for its inhabitants ) • • When the people of Hatsukaichi realized that the fishing could be a good business, they built an extension of the old port, the part two. Part two consisted in building a dock for ships a little bigger and deeper where the first fishing companies could be established. The Hatsukaichi fish market was also built • • Part two of the port was built between the lighthouse and the old port of Hatsukaichi • • In this image you can appreciate how the old port (Part 1) and the extension (part 2) are perfectly connected along the shoreline • • Currently part 2 of the Hatsukaichi port is normally used by small boats because the larger ships use the new port that we will see below. A small security post was also built to maintain maritime control of the area • • The new port of Hatsukaichi (Part 3) is bigger and more modern, its docks are more spacious and functional and it has much more space for the workers and their trucks • • The part 3, the new port of Hatsukaichi is the heart of the town, most of the inhabitants are working here, fishing is the main business for this people and Hatsukaichi has it own fame. It is located far of the city center, far from the main ports and industries of the prefecture. Its fish is fresh and it is very famous in the entire prefecture of Saitama, for that reason during the all day ships are transporting fish from here to the main port of the Prefecture, located in Tokyu, the biggest city of Saitama Prefecture • ################################################################################## • If you are one of those people who usually come to Hatsukaichi to buy fish or you are just passing by, I recommend you visit this small town located west of Hatsukaichi • • It really has nothing special but for those people who live in the big cities of the Prefecture small towns like this are pure fresh air, simply walk through its small and narrow streets while listening to the sound of the Saitama Sea • • The Saitama Prefecture It is a huge place, it is known as the port of Japan, the whole prefecture is destined to the sea and not only the big international ports are important, ports and places like these contribute to keep our Prefecture in perfect operation. I hope you enjoyd your visit and until the next time my friends • ############################################################################## Greetings / Saludos / Groeten # Jonathan.
  3. Berlin (Pt. 2/2)

    Our trip to Berlin resumes with a visit to another one of its oldest and most famous landmarks - Brandenburg Gate. Opened in 1791, it was built on orders by Prussian king Frederick William II to commemorate the restoration of the country after the early Batavian Revolution. It's amazed locals and tourists alike ever since. The Gendarmenmarkt is one of the city's most famous squares, constantly filled with action. With its historic twin cathedrals on both sides, Französischer Dom and Deutscher Dom, its a sight you won't want to miss. Deutscher Dom at night. A view of the streets of Berlin - with one of its most famous avenues, the Unter Den Linden cutting across towards the top. Staatsbibliothek is a prominent universal library constructed in 1903, located on the famous Unter Den Linden. At night time, it's truly spectacular. Unter Den Linden from above. Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Previous Update: "Berlin (Pt. 1/2)" Thanks to @MushyMushy, @jakis, @RandyE, @matias93, @CorinaMarie, @Zerx, @SC4L0ver, @Manuel-ito, @redfox85, @_Michael, @mrsmartman, @TekindusT, @Toby Ferrian, @kingofsimcity, @bobolee, @feyss, @mike_oxlong, @Odainsaker, @The British Sausage, @nos.17, @raynev1, @Elenphor, @mattb325, & @Akallan for all the likes!
  4. Scenes from the City

    Replies: SC4L0ver: Thanks! The woodland was an idea that came to me after travelling along the A66 west- random clumps of woodland in the field or on the field's perimeter. Prophet42: I would say that wild meadow scenery would work well for unused green areas inside of cities. kelistmac: The prop pox was a bummer but it was a chance to carve the right suburban/rural outline for the city. So it was a net positive. Akallan: The British Sausage is simply a pseudonym for Ln X- that's why the style is so similar. What happened was I lost everything (computer problems, think blue screen of death) and Imageshack acted up- something about payment and accessing the account. Very embarrassing! So I was left with a CJ with no pictures and vacant image links. So I decided for a fresh start: new account, rebuilt plugins, new username, new CJ, etc. Entry 8: Scenes from the City Some of these pictures feature new areas, some are different shots of older areas. And now these pictures come with a little photoshop sparkle. In any case enjoy them! 1. 2. Going full on diagonal! 3. 4. Plop in some texture tiles to make those overhanging buildings blend in! 5. 6. MMP playground. 7. One of Pololomia's major roundabouts. 8. 9. 10. It's all about the areas behind buildings... 11. 12. Next week will bring another update, but this one will have more rural scenes. See you then.
  5. Rome (Pt. 2/2)

    Our tour of Rome continues on with one of the world's most famous buildings - the Colosseum. Opened in A.D. 80 and seating more than 50,000 spectators, this impressive arena was home to countless gladiator fights for more than 400 years. While a good portion of the structure has been lost throughout the centuries, there's still plenty left to explore - making it one of the most popular tourist attractions in the city. Once the heart and marketplace of the city, today the Roman Forum lies in a sprawling heap of ruins. With likes of Julius Caesar and Mark Antony once walking across these grounds - there's history everywhere you go. The entire complex was abandoned shortly after the fall of the Roman Empire and quickly fell into a state of disrepair - much of the stone here was used by the locals, leaving many of the legendary temples incomplete. Finally, near the end of the 18th century, large scale excavations started to take place, preserving this legendary landmark. The entire complex remains sunken under the street level - the result of countless excavations over the years. One of the most beautiful and romantic spots in all of Rome is the heart-shaped Villa Borghese park, located in the center of the city. The Giardino del Lago (Lake Garden) is a popular destination - there's no better way to spend a day than renting a boat and rowing across these peaceful waters. With cherry trees dotting much of the park - spring is a truly magical time of year here. The next stop is the Verano Cemetery - a spot with plenty of history as many famous people have been buried here over the centuries. Since it's founding in the early 19th century, its been one of the cities most important cemeteries ever since. Just behind St. Peter's Square in The Vatican lies the stunning dome of St. Peter's Basilica - standing 448 feet tall, it's by far the tallest historic building in the area. Regarded by many as being one of the holiest Catholic shrines on the face of the planet - it's been the traditional burial site for popes and other important religious figures since the 10th century. To this day, the structure remains a place of pilgrimage - with the pope making common appearances for liturgies. Don't forget to comment, like, and follow True Earth if you haven't already! -korver Note: Just for clarification - the roads in these Rome updates are made up of either MMPs, Lot Editor textures (like around St. Peter's Basilica), or just a massive texture on a prop (like the Colosseum). They were not "photoshopped in" - and neither were the buildings (most were existing BATs on the STEX/LEX, and a few were custom BATs that I got from 3d warehouse, exported them, and used in the game). --- Previous Update: "Rome (Pt. 1/2)" Thanks to @Tyberius06, @Fantozzi, @RandyE, @scotttbarry, @gigius76, @Silur, @Manuel-ito, @huzman, @jakis, @CorinaMarie, @mike_oxlong, @Toby Ferrian, @mrsmartman, @tariely, @_Michael, @bobolee, @matias93, @raynev1, @Jonas_Chaves, @MushyMushy, @The British Sausage, @redfox85, @Mr Saturn64, @SC4L0ver, & @Krasner for all the likes and reactions
  6. Rome (Pt. 1/2)

    After taking a look at Ancient Rome - we'll now take a look at this incredible city in the modern day. Our trip to Rome begins with a trip to one of Rome's most famous squares - the stunning Piazza Navona. This square dates back from the 1st century CE, and was originally the site of many great athletic games over the years. Today, it serves as the perfect gathering place for locals and tourists alike. Rome has nearly 2,000 fountains - but perhaps the most impressive of them all is the incredible Trevi Fountain. This baroque masterpiece was completed in 1762 and has been one of the most popular destinations in the city ever since. It's been said that if you throw a coin into the pool with your right hand over your left shoulder - you'll ensure a trip back to Rome in the future. Perhaps the most well preserved building of Ancient Rome, the Pantheon remains to this day as a temple to the Roman Gods. The circular oculus at the top allows light to enter, as well as the rain and any other natural elements. While there's numerous ways to get to the Pantheon, you can't go wrong with the time-tested solution: a horse drawn carriage through the streets of Rome. Located entirely inside of Rome, The Vatican might be the world's smallest country, but it holds many treasured landmarks. St. Peter's Square is one of the world's most famous squares - it's 283 columns, standing 55 feet tall each are truly unmistakable. Papal audiences are held here regularly, drawing big crowds - but its Easter and Christmas Masses are by far the largest, drawing tourists from the world over. On a steep hillside in the heart of Ancient Rome is where you'll find one of the world's most famous staircases - the Spanish Steps. These 135 steps connect the Piazza di Spagna (Spanish Square) at the bottom to the Trinità dei Monti church at the top - and making the climb is something that you won't want to miss. The millions of tourists over the years making the climb hasn't come without a price, however. With the staircase falling into a state of disrepair, with weeds and cracks taking over - a multi-million dollar restoration was called for and recently completed. Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Previous Update: "Roman Empire (Pt. 3/3)" Thanks to @MushyMushy, @CorinaMarie, @RandyE, @_Michael, @scotttbarry, @kingofsimcity, @Toby Ferrian, @Fantozzi, @Chief ZDN, @jakis, @TekindusT, @mrsmartman, @huzman, @The British Sausage, @Marushine, @bobolee, @Maloskero, @Elenphor, @Odainsaker, @tonyr, @mattb325, @Finnbhennach, & @Manuel-ito for all the likes!
  7. Roman Empire (Pt. 2/3)

    Our journey through the ancient Roman Empire continues with a trip to the Roman Forum - constructed shortly after the completion of Caesar's Forum, it plays a vital role in the infancy of the Roman Empire - holding processions, elections, and trials - and also for being one of the most important meeting places in the city. The Circus Maximus is continually improved over the years, and is given its final shape during the reign of Caesar in 46 BCE. The Romans loved chariot racing and for hundreds of years, this site was one of the premier racetracks around. Once fully developed, it became the model for other circuses all throughout the Roman Empire. In 64 CE, much of Rome is devastated in the Great Fire of Rome. Six days of flames ravage the city, destroying many of the city's most prized monuments. The summer winds fanned the flames even more, causing roughly 70% of the city to be left in smouldering ruin. After the Great Fire, much of the city is rebuilt - and couple new grand buildings are built as well. The Colosseum was the most impressive structure of them all, first opening back in 80 CE. The largest amphitheater ever built, it held gladiator fights, mock sea battles, and just about everything else imaginable. Our last sight is The Pantheon - opened in 126 CE, it was one of the city's most important temples to worship the Roman Gods. Don't forget to comment, like, and follow True Earth if you haven't already! -korver Note: For these Roman Empire updates (and others) - many of the special objects you see here like the buildings and people were models I downloaded from 3d warehouse. Stuff from the STEX and a few of my own creations were used also though. Here's a pic of about everything I exported - I even went so far to make soldier MMPs for these updates. I used 3dsmax to export them as BATs (models) for the game - I then turned them into various props and MMPs, they are just like anything else you would use. --- Previous Update: "Roman Empire (Pt. 1/3)" Thanks to @MisterBlueStar4, @RandyE, @Odainsaker, @scotttbarry, @tonyr, @Finnbhennach, @RobertLM78, @Manuel-ito, @Toby Ferrian, @Celast, @CorinaMarie, @matias93, @gigius76, @mike_oxlong, @SC4L0ver, @Fantozzi, @bobolee, @Simmer2, @Jonas_Chaves, @geminijen, @redfox85, @bladeberkman, @mrsmartman, @kschmidt, @The British Sausage, @Mr Saturn64 for all the likes & reactions!
  8. Evolution

    Hello everyone, It has been a long time since I came on the forums, tonight I come back with a new video... A video a bit special, it's the first time I spend so much time to achieve one. It took me more or less two weeks, during all my evenings to lay this video, there are more than eight hours of films that had to be sorted and compressed. But the biggest particularity of this video is that it appeals to 21 other people than me, without whom, I could never make this video as we know it today! I want to thank everyone who took some of their time to make the video! Good viewing! Thanks for the comment! I did not invent any MMPs, all come from different mods. For the lots it's almost the same thing, I just used existing BATs in the LE. Thank you for your sharing! Thank you very much, it makes me very happy to have worked with you! I'm glad you're happy! Thank you very much Michael, I'm glad I worked with you too! Thank you! Thank you very much GoKingsGo! Thank you very much! Thank you very much korver! Thank you! Thank you very much, music plays an important role too! Well, thank you very much! For the textures of roads and streets, this is part of my work SNT: Textures are not available at the moment. The project should be realized in a few months! Thank you Krasner, glad you like it! Thank you very much for the comment! There is no problem, the resolution also goes as it is now! Thank you! Thank you very much for your comment and your participation, I am very happy! Well, thank you very much for all your kind words! It is true that I do not always have a lot of time to work on SC4, but I always try to find a moment to do what I like.
  9. Creating realistic rural settings

    Replies: _Michael: Thanks! I spend a lot of my time expanding the city based on density transitions: high to medium, medium to low, low to medium, etc. kschmidt: Diagonals zones coming off FA roads was done to a limited extent by someone else- they however zones diagonal houses on an FA road but I took a perpendicular approach. FrankU's Dutch Parks are highly versatile and can provide posh fencing, low density tree fillers and cool looking paths. The horse race is a bit small and the diagonal downtown section has a little too much repetition but... It passes muster! I do love slotting in railyards into my industry. kelistmac: Cheers! I always go for large and gridbusting where possible- it's even possible to gridbust using strictly orthogonal streets and roads. Simmer2: Thank you! Your LOTs and BATs go some way to filling in my railways, industrial zones and rural areas. Entry 6- Creating Realistic Rural Settings Building urban areas is one speciality of mine and I do love industrial areas, but where I flourish in is with rural areas. Using MMPs I can create an organic look to a grid system of fields, or do some immense grid-busting. Listen up as I reveal some methods for creating highly realistic rural areas. 1. The 101 of Realistic Rural Scenes is rural/urban transitions and vice versa. 2. You will need fences bordering the fields, woodland filler tiles (or MMP trees), low density areas and of course the grunge roads found in Bipin's Industrial Essentials help too! 3. The city border can be all sorts: housing, light industry, a school, a large facility, a utility complex, etc. What matters though is there being a clear division between where the urban ends and the rural begins. 4. One method is mixing in fields with RCI zones. So when you move to the city outskirts there are fields either penetrating into the city area or there are fields surrounded by city blocks, etc. 5. The other crucial thing to consider is SPACE. 6. The smallest field needs to be at a minimum approximately 200 metres wide. Like the field above its width is 12 tiles across- or 192m. 7. In the North of Pololomia I mixed in fields with industrial blocks. This can make building to the grid very interesting and thus rather Americanized. Remember: SPACE, fillers and clear rural/urban divisions. 8. It's perfectly normal to have an industrial estate or business park to suddenly emerge from the countryside and farmland. But these kind of areas often have a lot of green space, trees and again SPACE. 9. Rural/urban transitions come in all shapes and sizes. For instance the railway marks the separation between an outer city suburb and the countryside. 10. In the future I will show the full area and you will appreciate the layout, size and detail involved. In these teaser pics though and in this one we have a bit of MMP gridbusting. Gravel/tarmac MMPs can go in any direction, as can walls and flora- EXPLOIT THIS to the max! 11. The next big challenge of rural/countryside scenes are the fields themselves. DO NOT use plopped field/crop lots. These have little to no variation and so make the grid stand out like a sore thumb. Because of the fields variation/(organic irregularity) your eyes are drawn to the fields, thus rendering the orthogonal roads less obvious and intrusive. 12. But MMP fields -- and I have taken great inspiration and artistic license from Ln X here -- make fields realistic. Why? Fields are organic and plants are sprouting in a chaotic fashion. Laying down MMPs emulates this chaotic distribution and so the entire field becomes this large painting- subtle variation of one theme. 13. I will explain more about MMPing fields in a future entry- but the basic process is usually mixing two flora MMPs together to create a thick, detailed look. 14. MMPs can also extend lots which seem very confined. The industrial buildings in the centre have more presence because of the dirt truck stop. This is just one small example of how texture MMPs and vehicle MMPs can produce incredibly realistic scenes with only three or four MMPs being used. 15. Using Ilive's Reader and the Lot Editor, 1x1 residential buildings can be changed into parks with no base texture. 16. I'm only just beginning to explore this technique but the results produce astonishing off-the-grid images. The buildings are surrounded by MMPs which create the illusion of a large lot, but the reality is this- these are 1x1 park tiles which have a house in the centre and a transparent texture. For the longest time I have always wanted to do something like the above and finally my dreams are coming true! Well... That wraps up this entry. And next week another entry. Stay tuned.
  10. Another Update on Pololomia

    Replies: First of all I just want to say thank you to SC4L0ver, frdrcklim, nycsc4, Prophet42, kelistmac, T Wrecks, airman15 and Whte_rbt for their comments. I replied to most of them and I want to say thanks to T Wrecks for exploring my method of plopping residential some more. Entry 5: Another Update on Pololomia Here are twelve more pictures of Pololomia, I've considerably expanded the city and now I'm working on the border between the city and the countryside. 1. And here is Pololomia so far. Right now I am filling in the parts of the city centre which aren't complete, then I'm going to work some more on the industrial area to the left and then create some rural areas along the left side of this picture. 2. More grid-busting. 3. Suburban area close to the countryside. 4. The secret with suburbs is offsetting some sides of the suburban block with a tile or two (or more) of fillers. It's very easy to zone everything to the main road or street, but having a main road with only one (or no) side of residential can look more realistic. 5. Now we go to the city centre. 6. Loving Mattb325's new buildings- to the left is his urban school and in the centre is his First Federal Bank building. 7. In the centre of the picture is this school. 8. Using fillers I expanded the size of the school grounds and made it far more distinctive: a perimeter fence, car park, greenhouses, etc... 9. Squeezing out every last drop from FrankU's Dutch Parks! 10. The criss-crossing railways divide up the city. 11. I have changed parts of the industrial area to the northwest. Gone is the garbage dump and in its place rail sidings and a grain processing factory! 12. Making the most of Simmer2's rail sidings. The next update will probably be more rural as I move into MMP work and more organic, grid-busting sights. So stay tuned for that next weekend!
  11. London - The City & The Shard

    Our trip to London continues with another look at its incredible skyline. After taking a look at Canary Wharf in the first update, we're taking a look at London's other main financial district - The City of London, also known as The City, along with The Shard today. One of the city's most distinctive skyscrapers is the 591 foot tall 30 St Mary Axe (also referred to as the Gherkin, due its resemblance to a cucumber). Since opening in 2004, it has received many awards for its unique style and ecological footprint. Three of London's tallest buildings (from left to right) - Tower 42 (Completed 1980, 600 feet tall), 99 Bishopsgate (Completed 1976, 341 feet tall), and 122 Leadenhall Street (Completed 2014, 738 feet tall - also known as the cheese grater) Another rainy day in London. A couple various shots of The City. The Shard has become one of London's most recognizable buildings since opening in 2013 - rising 86 floors and 1,016 feet tall, its the tallest building in the United Kingdom and offers breathtaking views from the top. Don't forget to comment, like, and follow True Earth if you haven't already! -korver Previous Update: "London - Canary Wharf" Big thanks to @kschmidt, @Toby Ferrian, @CorinaMarie, @TekindusT, @RandyE, @Fantozzi, @huzman, @matias93, @_Michael, @Angry Mozart, @tariely. @tonyr, @The British Sausage, @Talla 2XLC, @mike_oxlong, @kingofsimcity, @redfox85, @Oerk, @bobolee, @bladeberkman, @Mr Saturn64, @Cyclone Boom, @scotttbarry, @mrsmartman, @Odainsaker, & @Marushine for all the likes & reactions!
  12. Solving the Plobbable Residential Housing Bug

    Replies: kschmidt: No I don't have the No Abandonment Mod. I have found a way to plop in LARGE amounts of residential without triggering abandonment of the plopped residential buildings. Thanks for your comment. IL.: Size always matters... For a CJ... Ahem. Talla 2XLC: Thanks for your comment! Terring: Thank you! TekindusT: Cheers! Green and wide I say! kim026: Thanks! Prophet42: Thank you! Everything I have shown has been done without using the Lot Editor. All it takes is the right BATs, LOTs and dependencies. Entry 4: Plobbable Residential Abandonment Problem now Solved! We are in for a treat today folks! I believe I have stumbled across a workaround which prevents plopped residential buildings (R$, R$$ and R$$$) from becoming abandoned. 1. Here is the area I will be infilling- to the left of the road going northwards. 2. Step 1: zone out a plot which matches the size of the residential lot to be plopped, in this case 3x3. 3. Step 2: Pick -- using the BuildingPlop cheat -- a residential lot. I have picked CP_VictorianSmallRes$$_12_Decid and from that the CP_R$$5_3x3_VictorianRow_12Hses. The lot is circled in red and looks good in medium density areas. 4. Step 3: Let residential buildings grow, make sure every one of these lots matches the size of our plopped residential lot. In this case 3x3. REMEMBER: this step is the MOST important of them all!!! 5. Step 4: Pick the residential lot from the BuildingPlop cheat list and plop in the lot exactly upon the 3x3 plots. Press cheetah speed, watch the months go by and voila! No No Job Zot and no abandonment! As long as there is a residential lot which is grown and matches the lot size of the residential lot you wish to use- your plopped residential lot will not become abandoned. 6. And that's it! Now the next step is to complete this area and one thing with this particular housing lot are the street tile textures emerging from the middle of the lot. I create false intersections using the elevated rail pieces: elevated rail connected to elevated rail over street. Demolish the elevated rail section and what is left behind is a 1x1 street segment which isn't rounded. 7. Looks better with those false intersections doesn't it? Lastly we pretty up the area to the left and add some W2W shops plus carparking on top to finish off this city block. 8. It's a very simple layout which works thanks to the fabulous lotting and batting of the content creators. 9. Here are some examples of residential plopping in action. 10. 11. 12. So to conclude: no more waiting around for the residential buildings you want, no more abandonment of plopped residential buildings AND a chance to use every residential building listed in the BuildingPlop menu. Please let me know in the comments whether you are able to replicate (copy) this in your cities. Please also note that if abandonment occurs due to low desirability, traffic noise, crime, pollution, garbage or radiation then I suspect these plopped residential buildings will remain abandoned even if desirability improves. Whereas normal zoned residential buildings which are abandoned can become reoccupied again. One unknown is how plopped RCI will react on a massive scale or on a ubiquitous scale. I would say at least a third of my residential buildings in Pololomia are plopped and my plopped commercial and industrial buildings have not been adversely effected. So your feedback will be most useful! Thanks, and if this cheat works for you then your whole SC4 gaming experience is about to be RADICALLY CHANGED! Enjoy!!!
  13. There Will Be Diagonals!

    Replies: TowerDude: Some entries will have commentaries as I explain certain key things. nos. 17: The apple doesn't fall far from the tree... Anyway, thanks for your comment! Talla 2XLC: Just keeping a low profile and focusing on the cities. And yes I use the building plop cheat extensively in my cities. sucram17: Thank you very much! kscmidt: Virtually every RCI building has been plopped- there is a trick to get residential buildings plopped without them becoming abandoned. IL.: Thank you! Abrams124: Cheers! And I will keep going... Entry 3: There Will Be Diagonals! I have developed Pololomia considerably and I am finding it very easy to expand the city and infill areas. So without further adieu here are 16 more pictures to feast your eyes on! 1. Here is Pololomia so far. 2. I am gradually stitching together the various areas. 3. Piece by piece... 4. Diagonal by diagonal. 5. 6. 7. 8. 9. 10. This area came out something special... 11. 12. 13. 14. 15. I'm now going to start developing the outskirts and the rural/urban city borders. 16. MMPs are love. MMPs are life. Next week there will be another update from Pololomia. Enjoy and have a great weekend!
  14. Paris (Pt. 1/3)

    Paris is the capital and largest city of France and has been one of the world's most important cities for centuries. This timeless city is known for its fashion, food, literature, entertainment, and culture. In addition, it's widely known as being an important international business and commerce center - making it a truly global city. Paris also boasts some of the world's finest architecture and much of the city was renovated in the mid 1800s by architect Georges-Eugène Haussmann. Over the next three updates we'll be taking a look at some of its most iconic sights and landmarks. We'll begin with a trip down one of the city's most famous avenues - the Champs-Élysées. First completed in 1670 and redeveloped many times since, its impressive tree-lined streets are surrounded by many of the city's most luxurious shops, cafes, and theaters. On Bastille Day (July 14th), it's also home to the largest military parade in Europe. The next stop is one of the city's most stunning cathedrals, the famous Notre-Dame de Paris. Opened in 1345, this awe-inspiring building is considered to be one of the world's finest examples of French Gothic architecture. La Défense is Europe's largest purpose built business district and is where you'll find just about all of Paris' skyscrapers. The uniquely shaped Grande Arche in the middle is the centerpiece of the district - opened in 1989, it serves as a monument for the 200th anniversary of the French Revolution. The Louvre is another one of Paris' premier destinations - inside you'll find the famous Mona Lisa in its art museum. Our last stop for today is the Gare du Nord - first built back in 1846, this famous train station has been rebuilt time and time again to expand it's capacity. Today, it's the world's busiest train station outside of Japan and connects Paris with a number of other cities across France. Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Previous Update: "Prague" Big thanks to @Toby Ferrian, @Fantozzi, @RobertLM78, @mrsmartman, @Oerk, @The British Sausage, @CorinaMarie, @scotttbarry, @bladeberkman, @mike_oxlong, @RandyE, @Odainsaker, @bobolee, @Talla 2XLC, @Manuel-ito, @tariely, @raynev1, @redfox85, @SC4L0ver, @Simmer2, @kingofsimcity, @Jonas_Chaves, & @Nenitosoyyo for all the likes!
  15. Developing the City of Pololomia

    Replies: Urban Constanta: Thank you! Odainsaker: I didn't know that- so thanks for that brief slice of urban history. I basically went for a style that is green, takes up space and has paths/parks running through these neighbourhoods. RandyE: It is harder to build extensively with diagonals because there are fewer buildings to use, but I have worked out ways of creating diagonal city blocks. As for the industry and commerce a lot of that style you were talking must be because I used Mattb325's buildings which are spacey, have green spaces and look rather modern. kschmidt: It means a lot of use of the "Make Historical" button! I used the No Maxis buildings mod and I have in my head a list of buildings which suit various themes. The "standard" you were talking about is actually growable for the green suburbs. licoricebomb: The horses can be found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2862. Entry 2: Developing the City of Pololomia In this entry I show you the current state of Pololomia and finished areas. This is a large city tile I'm working on and one which is a basic template for the style I go for when playing SC4. Enjoy! 1. So this is the city of Pololomia as it stands. In the southwest corner is the city centre, then the city fans outwards and decreases in density... 2. The W2W buildings I have used are mainly Jasoncw, NoFunk and Goofyguytpa creations which can be found on the STEX. 3. While I have found that Mattb325's creations are great for filling in city blocks which aren't necessarily W2W. 4. The W2W Buddhist temple is zero7's Z7 Temple and Stupa. 5. Every city block I create has parking in the middle, back alleys or gardens at the back which connect together. It's easy to place buildings down but it is a lot harder connecting them together- so I use car parking, trees, parks and other fillers to make each city block unique. Also MMPs are useful too for adding variety to blank texture tiles! 6. An even trickier thing to pull off is density transitions. Ideally in the centre of cities and the inner city area the buildings are at least several floors high with higher buildings dotted around. But in mid-rise areas this can be anywhere between 10 to 4 floors high with the occasional tower block. While for low-rise areas it can be anywhere from ground floor height to four floors high. 7. The secret to diagonal city building is hiding the jagged square edges of the textures. In this picture I have hidden/disguised most of the jagged square edges so that it all blends together. SFBT Diagonal Fillers and Simcoug's Diagonal Tenements are some of my preferred methods for building diagonally. 8. And now back to the inner city area and this time railways. Now railways really need to separate and divide a city. So that means walls, tunnels and bridges. Having road crossings on a railway in an inner city area is not very common. So in this picture I used FLUPS to really emphasise the railway splitting up the city, lastly every bit of the railway is bordered with fences and walls. 9. Little roundabouts can be a great cosmetic addon or architectural addon even if it's a little unrealistic. Also tight FLUPs in urban areas are some of the coolest things this game has to offer. 10. Roundabouts can also prove to be a useful means of separating streets and SAM streets... 11. In this neighbourhood I used KingOfSimCity's Maxis Mansion Overhaul mod which is incredibly cool stuff. Large lots, green areas and those FA tennis courts! 12. But it's also important to break up a themed area with other fillers: for instance WorkingManProductions Allotment set and FrankU's parks (tree fillers). 13. The next entry will show further development from Pololomia and more finished city scenes. I think this city will take four or five weeks to finish. In the north and east I want to create rural areas and farmland and THAT is the trickiest transition of them all - urban to rural! So see you then! And thanks a lot for your comments!
  16. Cephalonia (Countryside & Overviews)

    Our journey to Cephalonia concludes with one last trip through the countryside. From the winding roads, small farms, and stunning natural beauty - there's so many things that makes this island so beautiful, and makes it a fitting way to end our trip. Additionally, I'll be showcasing some more overviews of Cephalonia. We were last at Myrtos Beach - and after a fun day at the beach, we made accommodations at the nearby Plaza Myrtos for the night. Once nightfall hits, the only lights you'll find in the distance are that of the occasional boat or two. It's quiet and peaceful - but also quite beautiful. Our room in the villa happens to overlook the edge of the beach - so we get an excellent view of the sunrise. Fortunately, we didn't have to deal with any of the rain at the beach.. The rain finally lets up - but is quickly replaced by a blanket of thick fog for most of the evening. The Cephalonian countryside is crossed by a variety of winding roads. There's no such thing as a dull drive here - and between every twist and turn, the views are incredible. Small, charming churches like this one dot the countryside. Two last overviews of the Cephalonian countryside. And to wrap things up - a couple of full tile overviews. (Click for full size.) I hope you enjoyed your visit to Cephalonia! Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Previous Update: "Cephalonia (Myrtos Beach)" Big thanks to @Toby Ferrian, @RobertLM78, @CorinaMarie, @Fantozzi, @redfox85, @bobolee, @_Michael, @mike_oxlong, @Odainsaker, @Manuel-ito, @mrsmartman, @Jonas_Chaves, @raynev1, @Oerk, @scotttbarry, @RandyE, @bladeberkman, & @Talla 2XLC for all the likes!
  17. Cephalonia: Introduction

    The Mediterranean is one of the world's most beautiful destinations - and Greece's Cephalonia is one of its most spectacular islands. Between the soft sand, crystal clear water, beautiful landscapes, and perfect temperatures - any trip here is truly unforgettable. After previously exploring this theme earlier in 2016 - I've decided to expand on it quite a bit. I've detailed the remainder of the tile, covering every last bit of land with flora - and there's going to be a massive variety of new scenes to explore. We'll get the five-part series started off by taking a look at one of the defining features of Greece - the Ionian Sea. From there, it's off to the countryside to visit some of the beautiful farmland that covers the island. We'll then visit one of the many charming villages that dot the landscape - Anomeria. The fourth update will be a special one - a trip to Cephalonia's iconic Myrtos Beach. We'll then wrap things up with one last trip through the countryside, along with some overviews of the entire tile. With 100 pictures in total - it's going to be a truly incredible trip. We begin in a couple of days - you won't want to miss it! Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Previous Update: "Greece: Part III" Big thanks to @RobertLM78, @TekindusT, @Tyberius06, @SC4L0ver, @CorinaMarie, @tariely, @redfox85, @Toby Ferrian, @_Michael, @Fantozzi, @Manuel-ito, @Maloskero, @raynev1, @mrsmartman, @bobolee, @RandyE, @Tonraq, @scotttbarry, @mike_oxlong, & @Marushine for all the likes!
  18. Tour of Africa: Central Africa

    The tour resumes as we look towards one of Africa's most iconic natural wonders - the legendary Mount Kilimanjaro. Standing some 19,341 feet tall - its Africa's tallest mountain and one of its most popular climbing destinations. Despite its height, its a relatively easy climb - its essentially a big trek to the top - but what you do need to watch out for here is the very real risk of altitude sickness. While the top might not be as impressive as it once was with many of its iconic glaciers melting due to climate change - it still offers some of the most incredible views the world has to offer. From Kilimanjaro, we travel north into Kenya to witness some of Africa's most stunning wildlife. Our first stop is the incredible Masai Mara National Reserve - home to some of the best wildlife on the face of the planet. You'll find elephants, giraffes, zebras, lions, wildebeest, and countless others roaming these lands - even with declining numbers in recent years, there's still plenty here to observe and stare at in awe. The best way though to view them though is high above in a hot air balloon - despite the cost, its still certainly an experience that you won't want to miss out on. We continue north to another one of Kenya's wildlife gems - the incredible Lake Logipi. This algae-infested rift valley lake is home to countless lesser flamingos each year during migration - they make for a truly stunning sight among the many hot springs and geysers that dot the shoreline. Further north is where you'll find what some call the world's biggest swamp: the Sudd of South Sudan. The very name "Sudd" is Arabic for barrier or obstruction - and that's just what this swamp has been for thousands of years for the locals and outsiders alike. Not even the Roman Empire could get past it - Emperor Nero himself sent his troops up the White Nile, but the Sudd prevented any further colonization. These swamps have also have made the search for the source of the White Nile particularly difficult - its simply that big and difficult to navigate. Despite the nature of the swamps, the locals have lived here for thousands of years, usually setting up small huts on various islands across the swamps. Although seeing wildlife here can be rare - its still possible to see a thundering herd of elephants now and then making their way across the swamp. We begin making our way back down south through the rural landscapes of the Great Rift Valley. For as far as the eye can see, the lands here are crossed by an intricate pattern of huts and farmland, providing the locals just enough to make a living off of. Our final stop in Central Africa is another one of Africa's premier natural wonders - majestic Victoria Falls. The tribes here call it "the smoke that thunders" - which seems quite fitting as you can hear the water cascading down these sheer cliffs from miles away. At 355 feet tall, these might not be the world's tallest waterfalls - but they're certainly one of the most awe-inspiring - and a destination that anyone visiting here won't want to miss. (No photoshop used on the scene below) Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Previous Update: "Tour of Africa: East Africa" Big thanks to @RobertLM78, @_Michael, @Toby Ferrian, @Urban Constanta, @Manuel-ito, @Odainsaker, @CorinaMarie, @nRVOUS, @RandyE, @SC4L0ver, @bobolee, @raynev1, @mike_oxlong, @Namiko, @mattb325, @mrsmartman, @kelistmac, @matias93, @Marushine, @Jonas_Chaves, & @Akallan for all the likes!
  19. Karlsruhe Courthouse

    Version 1.0.0

    1,022 Downloads

    Karlsruhe Courthouse, by Mattb325. --------------------------------------- The district attorney's office in Karlsruhe is presented in SC4 as a functional courthouse. It is a reasonably accurate representation although I have omitted the high perimeter walls which are just a little too imposing for my taste. In addition to providing your sims with 128 highly desirable civic jobs, it will help alleviate the commercial and residential demand caps that can hinder city development by providing additional regional demand of over 80,000 CO§§ spaces and 10,000 Residential spaces. Given the way that the game is designed, in addition to providing health, education, safety, etc, using rewards is an absolutely necessary part of being able to develop large cities and regions. It sits on a 5x4 lot. * It is offered as a reward without needing to meet pre-existing conditions. * It is located in the REWARD Menu * It can be placed more than once in a city. * It DOES NOT over-write the ingame courthouse (or any re-lotted versions there-of), so can be used in conjunction with the standard Maxis courthouse reward. * It DOES NOT over-write any of my other courthouse lots (so can be used in conjunction with these as well). --------------------------------------- STATS: Lot size : 5 x 4 Plop Cost: §41,000 Monthly Cost: §910 Budget Item: Government Buildings Occupant Groups: Reward, Courthouse Demand Created: Jobs§: 16, Jobs§§: 104, Jobs§§§: 8. Demand Satisfied: R§: 5,000, R§§: 5,000, CO§§: 80,000 Landmark Effect: +120 over 36 tiles Pollution: Air 6 over 2 tiles, Water 1 over 3 tiles, Garbage 29 over 0 tiles Power consumed: 92 MwH Water consumed: 184 Gallons/Month Bulldoze Cost: §9,140 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two separate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos or Mashty's night-mods) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC MEGA Props - CP Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC Texture Pack - Cycledogg V01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) *BSC Texture Pack - BSC Textures Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90) --------------------------------------- NOTE ABOUT PARKING TEXTURES: Sadly, ongoing negative comments from a few members of the community continue to force me to add this ridiculous disclaimer. This building has internal underground parking, and I have not used parking textures. If you wish to add parking textures, please do so using the lot editor. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
  20. Tour of Africa: East Africa

    The tour continues on as we make our way to Madagascar and the many unique destinations that dot the shorelines. Our first stop however, will be at one of the many quaint fishing villages along the shore. The friendly locals have been fishing in these waters for centuries, and it remains one of the most vital economic activities in this part of the world. After a couple of days driving through the barren landscapes of rural Madagascar - we finally reach the stunning natural wonder of Isalo Massif. This national park is well known for its unique plant and animal life - and looks like something that came straight out of the Jurassic era. Hiking is popular in these parts, but do be careful - many of the rocks here are crumbling and it can be a long ways down.. On the west coast of Madagascar is where you'll find one of its most famed attractions - the endless forests of baobab trees. These are some of the most unique trees in the world - reaching heights as tall as 100 ft, they're hard to miss - and every trip to Madagascar should include a visit here. However, as with many natural wonders across the world - human activity has had a profound impact here, and could continue to cause bigger issues down the road. The trees originally didn't grow in isolated patches, but were once instead part of a great forest - one that's been cut down to a small fraction of its original size. While the locals have left the baobabs as a sign of respect, it should be noted that this area isn't a national park and could very well be subject to further deforestation and human activity in the years to come. Not too far away from the baobabs is where you'll find another one of Madagascar's wonders - Tsingy de Bemaraha National Park. These majestic karst formations have been carved into razor sharp pinnacles by groundwater and the elements, and this dramatic forest of stone is a destination that you won't want to miss. Plenty of unique plants and animals are found here as well, thriving in the unique elements - making for a truly unique trip. We board our boat and make our way back to the mainland, where we'll spend the next couple of days visiting a few more of the stunning villages that dot the shorelines of Mozambique. Between the pristine blue water, unique architecture, and perfect weather - there's few places in Africa that can rival their beauty. We move into the mainland, and the next destination is the wildlife haven of Serengeti National Park in northern Tanzania. With plentiful populations of giraffes and other unique animals, its a must-visit destination - and if you're lucky, you might even spot a couple of rare black rhinos along the way as well. Be on the lookout though for giraffe in particular - you never know when they might cross the road, feet away from your car.. The last stop is one of Africa's most beautiful and deadly locations - the stunning crater and lava lake of 11,385 foot tall Mount Nyiragongo. This volcano has a long history of violent eruptions, and with the last eruption coming in 2016 - you never know when it might be set off again. For the particularly adventurous tourist - you can hike up to the steep crater rim and take in stunning views of the world's largest lava lake. (No photoshop used - this goes for the previous one too. The lava lake is a big custom texture & prop I made, along with a couple Maxis smoke animations.) Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Previous Update: "Tour of Africa: Southern Africa" Big thanks to @Manuel-ito, @RandyE, @bladeberkman, @Fantozzi, @RobertLM78, @huzman, @Toby Ferrian, @_Michael, @CorinaMarie, @scotttbarry, @TekindusT, @bobolee, @Odainsaker, @mike_oxlong, @nRVOUS, @GoKingsGo, @raynev1, @Marushine, @The British Sausage, @mrsmartman, @SC4L0ver, @matias93, @Neto Dari, @Jonas_Chaves, @Akallan, @Namiko, & @Elenphor for all the likes!
  21. Alright so here is a realistic turning lane I made that is based off the ones you would find in America.Ignore the surroundings and focus on the turning lane.
  22. Urban School

    Version 1.0.0

    2,045 Downloads

    Urban School by Mattb325. --------------------------------------- In real life, many schools teach students from Kindergarten all the way through to the end of Senior School, and, in this ghastly era of economic rationalism where every public institution must return a profit to justify its existence, many are also forced to host more lucrative adult evening classes. Having schools in SC4 that cater for Elementary through to High School is nothing new (for example see my Bourke St Public School: Bourke St Public School), but combining junior, senior and adult education in the one campus hasn't been done before (to my knowledge). The Urban School combines all three functions. It is crucial to note that this school is not designed or modded to be a radical lot. If you want a radical lot that increases education levels with no cost and taking up no space, then this is not for you. Placing this lot merely emulates all three functions of the Maxis Large Elementary School, the Maxis Large High School and the Maxis City College in terms of Capacity, Radius, Cost and School Effectiveness vs Average Age categories; using the upper limits of each school type to create a single multi-purpose institution. It houses up to 14,500 students and has a very large coverage radius. EQ Boost and Population vs Distance stats are the same as the standard Maxis schools. The Bat itself is fictional, and is based on any number of more modern educational institutions. The central entrance area houses adminsitration, cafeteria, gymnasium/indoor courts & auditorium; the junior school is housed in the smaller wing, and the senior school laboratories and workshops in the larger wing. The adult college uses the senior wing after 5pm once all of the students and day teachers have gone home. This is a large building and lot, weighing in at 8x8 tiles (a bit over 4 acres in the old parlance) and has ample room for a soccer pitch, grassed relaxation areas and the typical asphalt surfaces where countless kids can graze their elbows and knees when falling over. It provides 390 teaching jobs. Visually, the lot is best placed on a corner, following the contour of the front driveway area. Like all my Bats, I have thoroughly tested this concept in both a Vanilla game and a full (4+GB) plugins for over 500 Sim Years in each and haven't observed any abnormal occurrences. In other words, all education levels increased when placed, desirability increased, rewards were unlocked, teachers went on strike when funding was dropped etc, etc. However, if there are any issues, please report them on my thread (Repository of Garbage, Broken Dreams and Disappointment). --------------------------------------- STATS ELEMENTARY SCHOOL, HIGH SCHOOL and COLLEGE: Lot size : 8x8 Plop Cost: §16,150 Bulldoze Cost: §1,160 Catalogue Capacity: 14,500 Catalogue Cost/Mth: §5,700 Pollution: 10 (Air)/ 7 (Water)/ 5 (Garbage ) Pollution Radius: 2/3/0 Coverage Radius: 5,800 EQ Boost: 24 School Effect vs Age:20 (5), 30 (5), 40 (5), 50 (5), 60 (2.5), 70 (0.5), 80 (0) School Pop vs Dist: 100 100 Power Consumed: 18 Mwh Water Consumed: 70 Gal/Month Occupant Group: Civic; School; SchoolsHS; SchoolsK6; Strikable Education; College Demand Created: R§236; R§§134; R§§§20 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- NOTE ABOUT PARKING TEXTURES: ****Sigh**** I look forward to the day when I won't have to write a ridiculous parking texture disclaimer for every Bat I release..... The area in the front of the administration and senior wings is reserved for buses and teachers cars only. I have deliberately left massive parking areas off this lot as it is already a large size (large lots attract extra crime) and there are so many custom parking lot options available that you can place your own parking, or, you can use the lot editor to maroon this BAT like some desert island in a dull endless sea of asphalt and white lines to emulate middle America. --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC BAT Props - Mattb325 Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) *BSC MEGA Props - CP Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Texture Pack - Cycledogg V01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks
  23. Ancient Ruins - Pt. II

    For the second part of our tour, we begin by traveling to the Middle East to take a look at one of the world's most unique set of ruins - Petra. Founded by the Nabataean civilization as early as 312 BCE, this ancient sandstone city flourished for centuries - and the construction of the Treasury in the 1st century CE was a time of considerable growth and prosperity for the civilization. By 106 CE the Roman Empire captured the city - while Roman influence can be seen throughout the complex, they still thrived as a trade center for many more centuries. Eventually though, the Romans moved their trade capital from Petra and the entire city faded into obscurity and was abandoned shortly afterwards. The ruins have remained a mysterious landmark since then - in fact, the whole facade of the Treasury is riddled with bullet holes after Bedouin tribesmen tried to break in, hoping to recover riches inside. To this day, the entire complex remains a popular tourist attraction in the area - be sure to visit at night when the entire complex is lit up by a stunning display of candles - its one of the most magical experiences imaginable. For our next iconic ancient ruin - we're traveling to the rural farmlands of southern England. Stonehenge was built between 3200 and 2000 BCE - making it by far the oldest ruin on our list. The druids who built this megalith used ingenious methods to move these rocks around - and although its not entirely agreed upon, most believe that some sort of earth ramp was used to lift the stones into perfect position. There's no better time to visit here than during midsummer sunrise - the stones themselves align to it perfectly, making it a magical experience that's one of a kind. We'll be taking an extended look at the Roman Empire next - and there's no better place to start than the famous Roman Forum in the heart of Rome. This impressive set of ruins was once the heart of the city, with the likes of Julius Caesar and other important Roman leaders once crossing these grounds. After several sacks of Rome though that led to the fall of the empire during the 400s CE, many of the rocks and stones were plundered extensively, leaving the entire complex a shell of its former self. Excavations and restorations began in the 18th century - and although much of the original structure is long gone, you can still get a glimpse of what these walls once held. Our next stop within the ancient Roman Empire is the famous Colosseum. First opening back in 80 CE, its size couldn't be rivaled - more than 50,000 people could watch the many events that were held here. Aside from the gladiator fights - the Colosseum was used for just about everything and remained an important site in the empire for hundreds of years. While much of the structure has been lost to time or plundered by enemies - there's still much of it remaining, making it one of the most popular attractions not just in Italy - but also the world. Our final archeological site is none other than the famous ruins of Pompeii, Italy. This ancient Roman city was founded between the 6th and 7th century - and continued to grow and flourish as an important trading center for centuries. However, in 79 CE, nearby Mount Vesuvius exploded - covering the entire city under a blanket of ash and pyroclastic materials. Although most of the town's inhabitants survived (nearly 80% evacuated before the eruption) - an estimated 2,000 people still lost their lives on that fateful day. After a series of excavations starting in the 1700s, the entire city has became a massive tourist attraction and one of the world's premier archeological sites. NOTE: Pretty much all the models in this update were downloaded and imported into the game from sites like 3d warehouse, as there were no close replacements for certain buildings I needed. These are ingame models imported into the game with 3dsmax, they are like any other BAT you would use. Besides the Petra picture where I added the lights and made the cliffs look a bit better - there was very little photoshop used at all. Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Rest of replies for "Ancient Ruins - Pt. II (Preview)" @tariely Thanks for the kind words Yeah, I'd agree with you there, I could have probably added a couple more cars (I really wish there were more FA car props out there though). But, let's just say it's an early morning in Rome for now @mike_oxlong Thanks! Surprisingly my plugins folders aren't that big, but that's mainly because I have about 8 of them by now and I just swap them out constantly. Even if I could share my Plugins folders (I don't know if the admins would be down with that.. ).. you'd probably spend more time trying to navigate through my messy menus than actually playing the game @JP Schriefer Thanks! Glad you liked it. Petra has to be one of my personal faves so far And finally, big thanks to @scotttbarry, @AlexSLM520, @GoKingsGo, @Simmer2, @mrsmartman, @Akallan, @Odainsaker, @RandyE, @bobolee, @JP Schriefer, @tariely, @tonyr, @Manuel-ito, @_Michael, @Jolteon, @raynev1, @Fantozzi, & @kingofsimcity for all the likes!
  24. Ancient Ruins - Pt. II (Preview)

    Ancient Ruins - Pt. II (Preview) Our tour of the ancient world continues on.. after taking a look at a number of famous ruins from Central & South America in the first update, we're continuing on into Europe & Asia in Part II. I'm putting the finishing touches on a few more Roman ruin scenes so I hope to get the full update out soon... but here's a little bit of what I've done thus far: The Colosseum Petra by Night Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Replies for "Ancient Ruins" @_Michael Thanks for the comment! I have a lot in store, hope to get it out soon. @TekindusT Thanks! That scene and model was a real pain to make, but I think it turned out quite nicely @kingofsimcity Thanks, glad you enjoyed it! I still have a trip or two left to "AncientSimCity" after this update.. so stay tuned @juliok92012 Thank you! @younghappy Thank you That sounds like quite the incredible trip I imagine! I didn't think that anyone would have been there before - that's pretty cool. Always neat to hear that it measures up to the real thing Thanks again to @Golhbul, @Akallan, @mike_oxlong, @Bastet69008, @aegian, @Simmer2, & @JP Schriefer for all the supportive comments! And finally, big thanks to @Golhbul, @kingofsimcity, @Manuel-ito, @Akallan, @scotttbarry, @tonyr, @raynev1, @RandyE, @Jolteon, @Fantozzi, @_Michael, @juliok92012, @mrsmartman, @mike_oxlong, @nRVOUS, @Jonas_Chaves, @Bastet69008, @aegian, @Marushine, @Oerk, @Elenphor, @Yarahi, @bladeberkman, @bobolee, @sucram17, @TMTS, @SC4L0ver, & @PHBSD for all the likes!
  25. Perth Council Building

    Version 1.0.0

    1,025 Downloads

    Perth Council Building, by Mattb325. --------------------------------------- Inspired by the Council Building in Perth's Stirling Gardens, here is another iconic early 1960's building. This is an example of the modernist style with Bauhaus leanings, and has distinctive external 'T' shaped sun-shades in alternating patterns over the curtain glass wall to block out the hot Western Australian sun. Conversely, the roof area has a perspex covered walkway which I imagine would be about as comfortable as an ant under a magnifying glass in the broiling summer heat! It is with the 'T' shaped awnings that I taken most of the liberties with this building; reducing the width of the top part of the 'T' to ensure that each sun-shade is clearly visible in game rather than blurring into one. The real-life building was actually slated for demolition in the 1990's, but was saved and renovated as well as adding one extra floor at the top of the building. Recently, the building was also fitted thousands of coloured leds: hence, the unusual, and prettily-coloured night-lights. This BAT functions as a government building and town hall in game. In addition to providing your sims with 185 highly desirable civic jobs, it will help alleviate the commercial demand caps that can hinder city development. Given the way that the game is designed, in addition to providing health, education, safety, etc, using rewards is an absolutely necessary part of being able to develop large cities and regions. It sits on a 5x3 lot and will easily blend in with other park lots (such as the SFBT mid-wealth set) that use the Maxis R$$ plain grass. Similarly, given the fact that the building is 13 floors high, it will also work well in a dense city environment. * It is offered as a reward without needing to meet pre-existing conditions. * It is located in the REWARD Menu * It can be placed more than once in a city. * It DOES NOT over-write the ingame town hall (or any re-lotted versions there-of), so can be used in conjunction with the standard Maxis town hall reward. * It DOES NOT over-write any of my other town hall lots (so can be used in conjunction with these as well). --------------------------------------- STATS: Lot size : 5 x 3 Plop Cost: §47,000 Monthly Cost: §1,170 Budget Item: Government Buildings Occupant Groups: Reward, Courthouse Demand Created: Jobs§: 23, Jobs§§: 151, Jobs§§§: 11. Landmark Effect: +105 over 33 tiles Pollution: Air 3 over 2 tiles, Water 2 over 3 tiles, Garbage 31 over 0 tiles Power consumed: 55 MwH Water consumed: 111 Gallons/Month Bulldoze Cost: §11,720 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two seperate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos or Mashty's night-mods) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC Mega Props - CP Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC MEGA Props - SG Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746) --------------------------------------- NOTE ABOUT PARKING TEXTURES: Sadly, negative comments/reviews from a few members of the community continue to force me to add this utterly ridiculous disclaimer...this building has underground parking, and I have not used parking textures. If you wish to add parking textures, please do so using the lot editor and keep your negativity to yourself. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
×

Help Keep Simtropolis Online, Open & Free!

stexcollection-header.png

Get the best of the best from the STEX!

Expand your city with the best from the Simtropolis Echange. Make a donation and get one or all three discs today!

Make a Donation, Get a Gift!

We need to continue to raise enough money each month to pay for expenses which includes hardware, bandwidth, software licenses, support licenses and other necessary 3rd party costs.

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections