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City-building game(s)

Found 10 results

  1. Version 2.0.0


    Maxis Highway Override - Concrete Retexture by @Bipin, @rsc204 and @Samerton Information - This mod will replace the textures for the Maxis Highway Override network included in the Network Addon Mod to a concrete texture. Installation - To install this mod, paste the folder entitled "z____Concrete_MHO" directly into your plugins folder. - If you are installing the mod into a custom folder within your plugins, ensure it loads after the Maxis Highway Override itself. - Four optional files are included, please remove any that aren't needed: - z_BTM_Patch.dat For users of the Shinkansen (BTM) mod included in the NAM - z_Moonlinght_Alternate_ELR_Patch.dat For users of the Alternate El-Rail mod included in the NAM - z_RRW_Patch.dat For users of RealRailWay from the NAM - z_JapNAMFL_Overpasses_Patch.dat For users of the Japanese NAM Facelift Mods Overpasses. Ensure this loads after the Japanese NAM Facelift mod itself. Including these files without having the corresponding mods installed may cause issues. - To uninstall this mod, simply remove the folder containing the mod (by default "z___Concrete_MHO") from your plugins folder. Dependencies - Network Addon Mod with Maxis Highway Override installed Special Thanks - Thanks to @MandelSoft for providing the model files for the Maxis Highway Override tunnel entrances - A huge thanks goes to @rsc204 for the new version 2.0 models and fixes - check out other projects by rsc204 here Support - If you're experiencing an issue with the mod, you can find the support thead here: http://community.simtropolis.com/forums/topic/59701-samertons-retextures-development-and-support/ Textures created by @Bipin and Samerton - check out other projects by Bipin here Modded by @Samerton
  2. Version 1.0.0


    AKNOWLEGDEMENTS: This mod would have fundamentally impossible to do without the work of Rivit, MGB, Gobias and KOSC. I'm basically blending their creations or mimicking them, and using their software to create usable plugins. DESCRIPTION: King of SimCity recently published a repository of its SuperSHK and SuperSHK+ textures and taking the opportunity to expand the coverage of my sidewalk mod, I've downloaded it and created this custom textures, that REPLACE KOSC's ones. Why replace? Because it allows you to use them directly on any lot that already uses SuperSHK parkings, and because I'm lazy enough to not even try to get my own IID range. As a design choose, this textures doesn't include the coloured tiles on the paving (because keeping it produced some strange cropped and jagged motives), but only the base tiles, subtlely wealthified as in the sidewalk mod. This is the Sudden Valley version of the retexture, but it uses an open source texture that merely matches the colour and feel of Gobias' mod, so there is no actual redistributing of his work. In the near future and according to the users' demand, I'll release more versions for SD and HD grass textures; same thing if I manage to publish the basalt tiles' sidewalk. COMPATIBILITY: This mod REPLACES the original SuperSHK and SuperSHK+ (FAR) textures, so get sure it will load AFTER THE ORIGINAL KOSC FILES; alternatively, you can overwrite them to use less disk space, but that's not necessary. As they are a replacement pack, the textures will be automatically changed on all lots that use the original textures. FILE FORMAT: The files are updated on 7z format, because it does wonders with repetitive bitmap files. You'll be downloading the full pack on just 3.4 Mb, while the full repository is 180 Mb. To open this files, you'll need Seven Zip, which is a free, open source, cross-platform, lightweight and programmable file compressor (unexplainably not the standard for everything); download it here. If, for any reasons, you cannot open the file or can't download sevenzip, send me a PM or left a comment here and I'll upload a more compatible zip version in no time DEPENDENCIES: <-- copied from the original SuperSHK readme "None. This set will serve as a future dependency for my [KOSC] lots. While it is technically a standalone texture pack, SHK Parking Pack is very, very highly recommended to take full advantage." As is obvious, this mod will work but look awkward without using both Gobias' Sudden Valley terrain mod and my Veredas Santiaguinas sidewalk mod. You can also achieve a more seamlessly look complementing with MGB's TGN for Sudden Valley. Even more obvious, as this is a replacement pack for a dependency, you'll see nothing of it working unless having lots that use the textures: look for lots that require the SuperSHK textures or use KOSC Superparking modular lots to create your own parking lots ingame. LICENSE: This mod has a Creative Commons Attribution - Non Commercial 4.0 International license, what means you can use all its content directly or creating something derivately, while you give explicit attribution to all previous authors, and while you don't charge for accessing or using this content or a derivate you create of it. To create the textures, I used a grass texture on the public domain and Paint.net to mimic the colour of Gobias' Sudden Valley; and obviously, KOSC's SuperSHK repository. This last one is subject to its own license (check the linked post above) and previous authors, particularly Shokthrpy. SUPPORT and HELP: I made a development and support thread on Simtropolis, you can visit it on the following link:
  3. Paeng's Sandstone Mod

    Version 1.01


    These Mods - one for sidewalks and one for base textures - will replace a number of default textures with new custom textures designed mainly for rural villages, towns, suburbs and small cities. Basically it is meant to freshen up all those places using a lot of the default sandstone or an overdose of 'white' and 'pink' faux marble - mainly sidewalks, plazas, fillers and to some extent also the bases below buildings. The default sidewalk textures will be replaced with a new texture set for high, medium and low wealth/density. All base textures and overlays related to the Maxis default sidewalks (Pink, White and Grey) as well as the default Sandstone can be changed to the new Medium Wealth (key) texture with this mod. The Dirt Sidewalks along agricultural developments change to a new texture more related in color as well. Installation The default (and recommended) scenario will install the 'Sidewalk_Mod' with all-wealth-dependent sidewalks (high, medium and low wealth/density) and the 'Base_Overlay_Mod' with all the new base and overlay textures. The unpacked Mod resides in the folder 'zzz_PaengTextureMod' to ensure that it loads last. Keep it in the root (1st level) of your Plugins, don't put it into any subfolder. Developer Notes Control Freak Options Both parts of this mod can be configured and customized in numerous ways. The included ReadMe has a highly detailed section for all who'd like to get into it. For all who'd like to 'Read Before Download' first, there is an Online Version Available. Extras A 'Texture Pack' provides all the new textures and can be used for any individual lotting projects. Recommendation If you want to expand on this mod and its textures, check the work of AtmoGuy, e.g. his highly compatible Mod to Replace Textures on RTMT Stops. The following animation (give some time to load) shows the 'evolution' from defaults to 'old' sandstone to new textures. http://dl.dropbox.com/u/5012419/niteowl/texani01.gif Support If you have any problems, questions or suggestions come over to the Sandstone Texture Mod Support Thread and join the discussion. Credits Textures & Modding - Paeng Special Thanks! to the NiteOwl Murimk for brainstorming, testing, moral support :-) and a big help on logistics... Same to everybody else who joined the fracas at some point in the SimPeg forums! Mod edit 7th May 2017 - Fixed formatting
  4. Hello all, I puchased cities of tomorrow today and absolutely loath the new textures. I like the glowing lanes but the honey comb like things on the road drive me mad. I want to put the old textures back to a nice smooth cement like road. Does anyone perchance know how I would go about this? Also side note: I dislike some of the weird block things that are added to the sides of apartments so if anyone knows how I would delete those pests or revert some portions of the models back I would much apreciate the advice as well. thank you.
  5. RoadMod1

    Version 1.0


    Hi all, again This is my road mod This mod makes the Roads Gray like in SimCity 2000 and 3000 this will hopefully start my SimCity 2000/3000 sets How to install extract the RAR and place the package file in C:\program files(86)\origin Games\SimcityData i would thank MaxisGuildaume for helping me finding the right stuff to come • make a Wernerbrothers water tower • make the CamMod zoom in a bit more • and make the roads Simcity2000 & 3000 like < done • make a few SimCity 2000 buildings • higher Clouds, hopefully i am not responsible for any damage or errors caused to the game or PC please tell me if there is anything wrong
  6. I have been considering whether it would be at present possible to retexture not the buildings or vehicles of SimCity, but the people within the city themselves, in order to have a larger variety of people walking the streets. Is there a future for these Sims, or even perhaps a return to the past? Can we see Middle-Age peasants on pavements, or Victorians and Edwardians on the Tour Eiffel, if not even robots visiting the parks and viewing the sights? A few considerations of possible retextures that could, if this is possible, be found: Various retextures of emergency personnel to complement existing vehicle retextures Middle Age/Renaissance retextures (the start of fashion) Victorian/Edwardian retextures (going back to the early days of technology) Military retextures (possibly to complement the Heros & Villains Set?) Robotic retextures (for the future) Professional suit-and-tie retextures (for the elite bustling commercial towns) Wealthy/poorer retextures (royal squires at last at the Mayoral Mansion!) Animal-based retextures (for panda, dog and all other animal lovers) Profession-based retextures (clowns for amusement park cities) If the above is possible, it would be a nice addition (or subtraction) to the game, and could help create more diverse cities and regions that are tailored to the wishes of the player. I thank ye very much for reading. Comments, appraisals and criticisms are all welcome, of course. Enjoy, LaVerite
  7. Version 0.4


    Highway Re-Styling Mod (HRS) version 0.4 - US and Euro Textures What is the HRS? The HRS will remodel your Maxis Highways, removing the concrete barriers in the middle and on the outside of the highways. The models included in v0.4 were made by Mandelsoft, who made the previous version of the mod. It will also change the texture to match the current Real Highway Mod textures. What's included in the download? There are 2 files available for download. The zz_HRS_America file will restyle your Maxis Highways to match American textures, and the zz_HRS_Euro file will restyle your Maxis Highways to match European textures. How do I install this mod? To install this mod, unzip the downloaded file (either the America version or the Euro version), and copy the folder to Documents/SimCity 4/Plugins. IMPORTANT: Ensure the included .dat file is INSIDE a folder in your Plugins, for example the path might be Documents/SimCity 4/Plugins/zz_HRS/zz_HRS_*version*.dat . If you have the NETWORK ADDON MOD v31 or higher... You may need to place the included folder into your z___NAM folder in order for the mod to function correctly. I have an issue/question/request! Please post in the Development and Support thread. Dependencies None! Recommended Mods: Network Addon Mod, available here. Incompatible Mods: This mod is incompatible with any other mod which alters the textures/models of the Maxis Highways, for example Project Symphony included in the Network Addon Mod, or any other Maxis Highway retexture mod, including the previous versions of the HRS. Expect updates in the future, remember the mod is not yet at version 1.0. Thanks, Sam.
  8. Super Light Asphalt Mod

    Version 0.9.9


    The Super Light Asphalt Mod is a retexture mod designed to extend the effect of Moonlinght's Super Light Asphalt Sidewalk Mod to NAM components. It will change the default sidewalk concrete texture and replace it with an asphalt texture (a must-have for asian CJs!) Installation Detailed information in the readme file. Dependencies -Moonlinght's Super Light Asphalt Mod (optional, strongly recommended) -Moonlinght's NAM roundabout fix or equivalent (optional, recommended) -NAM 31 or higher (strongly recommended) Supported features -Elevated rail over road & avenue -Flups -GLR -NWM -Overpasses -Tram in Avenue -Tram in Road -Tram in Road textures variations -Tuleps -NAM stations & transitions -RTMT stations -Turbo roundabouts -Draggable overpasses Unsupported features -Extended draggable GLR -Rural GLR -RHW -Tram on Street -US T-RAM variant -Street & Road roundabouts UPDATE (03/2013) Added draggable elevated networks (to be found in the update folder). UPDATE 0.9.9 (12/2013) Turbo Roundabouts & ELR Over Avenue textures have been added for NAM32 compatibility, as well as other minor fixes and additions. The update is exclusively aimed at the sandstone version; development for the concrete version is discontinued. Still, the Turbo Roundabout & the flup rail plugins can be used by both versions of the mod without any visual disruption. UPDATE 0.909 (08/2013) Another variant is available! All GLR textures, including Tram-In-Avenue & Tram-In-Road medians have been redesigned with sandstone background. To use these, install the z_Super Light Asphalt Mod (sandstone) following instructions in the readme.You don't need the older version (concrete) to make the new one (sandstone) work. In case you use the sandstone variant, please note that the mod will not change the median textures of BATs, such as Tram & Tram-In-Avenue transitions. Credits -to Moonlinght, for the sidewalk mod -to Mandelsoft, Ganaram D. & Memo for their technical assistance -to all developers, for providing the tools -to every member of the NAM team, past or present, for their contribution to the NAM -special thanks to the modding community for all the hard work that keeps the game alive and make it unique. Suggestions or Problems with this mod: report here please
  9. Lighthouse of the Trade

    Version 2.0


    Hello Simtrop! Version 2.0 of the monument, some things have change! - Now it is a landmark - Better lots - 2x1, 1x1, and 2x2. - Better Textures - 45 Degree models added Wikipedia article on the tower (needs translator) http://es.wikipedia.org/wiki/Faro_del_Comercio It is now a landmark providing some desireablity in the area it is spawned. Now consumes "some" power - 150 Produces garbage. (D:) Many thanks to: Glenni for the 3D models Twreaks Bipin Jason For the advice! Simtrop! There are two downloads, the old one, which has the bright red colors is called Faro del Commercio - Lighthouse of the trade The new one is named Lighthouse of the Trade, its called Faro del commercio - Better Textures Sorry for any confusion! BAT CAVE
  10. Version 1.0


    Asphalt Highway Mod NAM Texture Fixes This mod will fix the missing textures from Thorvin's Asphalt Highway Texture mod. The missing textures are namely the NAM's Y interchange, the NAM's partial-Y, and the NAM's trumpet interchange. Known Issues: The trumpet interchange has a slight texture glitch at the merge between the on-ramps. This is only minor, and is only really noticeable at zoom 1. Dependencies Thorvin's original Asphalt Highway Mod (Highly Recommended) Updated Asphalt Highway Textures by Haljackey Network Addon Mod Installation Simply unzip the downloaded folder into My Documents/SimCity 4/Plugins. Make sure it is in a folder, not in the base Plugins folder, eg My Documents/SimCity4/Plugins/ZZZ_Asphalt_Texture_Fix or else the textures will not load. Also, make sure there is at least 1 'z' before the folder name to ensure it loads after the NAM itself. Thanks, Sam

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