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City-building game(s)

Found 143 results

  1. Hey guys! so with the hint of a road modding tool in the next DLC arriving, and presuming it's something like Network Extensions let's discuss what roads would be cool to add! I've looked at the source code of Network Extensions and I've looked at their textures etc so I want to make a start at creating textures for roads. for that i need suggestions! Rules: Use https://streetmix.net/new to visualise your road. I won't even consider ones that are just some random description For roads you want to zone on: use either 16m wide roads or 32m wide roads as those are the two widths that work with zoning. For highways you can use any width lanes for cars, trams, buses etc should be 3m in width. parking should be 2m wide sidewalks should be at least 2m wide (maybe 1.5m at the smallest) and this is for either side of the road, so at least 4m of sidewalk altogether! try and keep in mind that it's not about creating new types of prefabs like MOM, it's for reskinning like we do with Network Skins! Here's some examples of Vanilla Roads visualised in StreetMix a 16m Wide Basic Road: And a 32m Wide Medium Road You can click on the above links to be taken to a template in streetmix. Give me inspiration!
  2. OVERVIEW The Network Widening Mod (abbreviated NWM) is a mod which extends the game's Road and One-Way Road networks through override network technology to create a system of variable width surface streets. In effect, it is the surface street equivalent of the RealHighway (RHW) mod. The first release was the result of over 3 years of effort, which required overcoming a number of technical difficulties and conundrums, including the creation of new Traffic Simulator Plugins to properly handle the NWM, and difficulties with the existing Road Turning Lane plugin. This Overview Post Last Updated 07/27/2014 Since the NAM 31.0 release in March 2013, the NWM has been included in the NAM itself. It will no longer be offered as a separate download. NWM development is largely on hold until the NAM 34 development cycle. The NAM may be obtained from the following distribution sites: Simtropolis (STEX)---------- (coming soon) SC4 Devotion (LEX)--------Windows|Mac (coming soon) ModDB------------------------Windows|Mac (coming soon) Fixes None. More information coming to this post
  3. Hello, I have a question about the theme editor. Is there a way to change the texture at the side of the road? The brownish texture around the road is an ore texture I painted on the map. But the grass beneath obviously shines through. Is there any way to change the texture here or at least stop the grass from shining through?
  4. When trying to place a Tool Booth in an avenue connecting two cities, I got this glitch. So I tested it again in a road bit and a bit of avenue and they showed OK. But in the connecting avenue, nothing doing. I went to another city and tried in another avenue, and same glitch.
  5. Hello everyone, I open this new topic to let you know about my new project to create new textures for road networks in general (road, street and NWM). The same subject is opened on SC4D: Swiss Network Textures. There is very little full texture play to exploit them in the LE, which is why I start this work. I create textures for Swiss (CH) networks but also European because we use almost identical road signs. My main goal is simply to make textures overlays for the LotEditor (LE), I do not want to create textures for all NAM networks, but only a few in particular. In the future, when my pack is downloadable, you will be able to do what you want with the textures: modifications, mods, additions, etc ... My pack is basic and contains only simple orthogonal textures. Maybe in the future I will follow up with the diagonals, it takes a lot of time. For each type of network I assigned a code to identify more easily the types of textures / networks. I put most of the existing networks, Maxis and NAM, but I may have forgotten others. Here are the codes: Pictures: M01a : Click here M01b : Click here M02a : Click here M02b : Click here N07 : Click here N13 : Click here N20 : Click here P22 : Click here I apologize for presenting the Excel table in two parts, I have not found a better solution than that for now, I will see in the future if I find a more ergonomic solution in order to have the table with the links To see the pictures included in it. If you have any criticisms or suggestions you can let me know. Thank you for your attention, Aka
  6. Version 1.0.0


    I just recently started playing again for the updates since After Dark and wanted to update a previous interchange asset going by the same name that I made. Which, this whole time was missing 2 connections but I never noticed. It's easy enough to fix the other one yourself if you prefer the cheaper and slightly smaller 3-lane version but this 4-lane version should have all highways connected to the others allowing travel from one highway to the other 3. All ramps are two-lane one-way highways for higher speeds and all road pieces have sound barriers(also easy enough to change to the non-barrier version yourself if you prefer). I have included a picture with arrows showing the connections(forward, left, right, U-turn) just in case anyone wanted to make sure. If you get a slope too steep error it's probably because of the turning ramps. Either get a mod or edit it yourself in the editor if you feel it happens too often.
  7. 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.
  8. I have noticed that if I place a three by three block of Solar power plants, the center plant reports no road access. However, I have seen people make underwater power plants that generate the same zot. And you cannot place a road by it if it is underwater. This leads me to ask, is road access to the power plant really necessary for the plant to generate power? The zot tells me it needs road access but people have created underwater plants that cannot have road access that displays the same zot. Is the three by three block of solar plants okay to generate power, including the boxed in middle one?
  9. Tutorial : create a road

    Hello everybody, Today I post a video tutorial on the roads. often compliment me about my road (MMP) and ask how to do it well. I hope that it will meet the expectations of some people. I wish you a good viewing! See you soon for future new updates will happen soon! Rock : STEX - Murimk MMP Rocks - Pack 1 Road : LEX - RRP Draggable Paths ChrisAdamas3997 STEX - FrankU Heblem Sand addon STEX - VIP Carpack vol1 STEX - VIP Carpack vol2 STEX - VIP Carpack vol3 Vegetation : LEX - RRP Pasture Flora LEX - BSC - VIP girafe ashes LEX - BSC - VIP girafe bushes LEX - BSC - VIP girafe chestnuts LEX - BSC - VIP girafe feather grass LEX - BSC - VIP girafe lupins LEX - BSC - VIP girafe maples v2 LEX - BSC - VIP girafe narcissus LEX - BSC - VIP girafe norway maples LEX - BSC - VIP girafe oaks Various : LEX - Les Murets de l'Aubrac Orange TSC STEX - Bikes STEX - Nams 48people MMP STEX - VIP AubracWallMMP STEX - VIP RuralPack Thank you! Excuse me. I put the links of all MMPs used in this video. Thank you! Thank you! What is ASAP? Thank you for your comment! The speed of the video is x2.05. So I had about 20 minutes IRL to create this scene. Thank you Silur! Thank you for your nice comment! It takes a little practice at first to build straight roads. But one learns quickly! Thank you TekindusT! Thank you for your comment! Anything is possible with SC4! We learn new things every day, me too! Thank you. MMP routes have advantages, but also disadvantages. Everything depends on the context of their use. Thank you from the comment, I am glad that this is useful.
  10. Hi, I'm currently experimenting with Cities: Skylines modding and I am pretty much stuck on one issue. I'd like to create roads (including the connection of those and thereby creating intersections). Unfortunately my research wasn't successful yet and I have no clue what I could do now apart from asking here. I already tried to hook the NetTool (by hooking the IL code and capturing the CreateNode / CreateNodeImpl function) and calling NetTool.CreateNode manually afterwards. To some extent this works (without any extra code it does create the road, but look at the attachment for results). I also forked some GitHub repository that contained code which allowed me to at least create roads at the correct height, but they never connected and thus never created intersections. I guess I'm missing some code to seperately create an intersection which respectively creates "correct" roads, but I'm lost here. Can someone please give me a hint on this issue? Thanks in advance
  11. A. Many roads IRL change names along the way. You can't control where roads change names in C:S, afaik. B. "All on" or "All off" sucks. I have thousands of roads. I don't want the auto-generated names. I want to slowly name my roads and only have the ones that I have named be displayed. Can this kind of stuff be modded?
  12. MGB - Zebra Crossings

    Version v1.10


    This package contains 4 sets of Zebra crossings allowing you to add realistic Zebra crossings in your cities. Each set contains variants of the crossing to add flexibility and diversity. I originally wanted to make these for my (UK-based) game, but to try and be inclusive I've put together some non-UK options for release too: UK: Designed for use with Euro textures where sims drive on the left, these lots are UK themed too.UK Right: As above but for users where sims drive on the right.EU: Designed for use with Euro textures where sims drive on the right, these lots have a more European feel.US: Designed for use with US textures where sims drive on the right.Dependencies Required for all versions: BSC Mega Props D66 Vol01 UK Versions Only: BSC Mega Props Gascooker Vol01 PorkieProps Vol1 French Road Signage Pack SHK Parking Pack MGB Crossing Textures - Included Kspd_Crossing_Lamp.SC4 Model - Included EU Versions Only: PorkieProps Vol1 French Road Signage Pack BSC Textures Vol 2 US Version Only: SHK Parking Pack Paeng's Texture Pack v104 Notes: I would like to say a big thank you to Krashspeed for making the Lightpole prop for the UK crossings, without his kind assistance the UK ones would not look half as good. Please read the included readme, especially if installing the US set, otherwise they may appear to display incorrectly. If you are still stuck or have any comments, feel free to comment in my shack on Simtropolis.
  13. Hey there I live in Switzerland, and here (and some other cities around the world) the crosswalks are yellow/orange. I was wondering if it is possible to add this to cities skylines? I don't really have a lot of experience with modding... - hakajo98
  14. Packard Bridge and Viaduct

    @MissVanleider - thank you Along this stretch of my fictional Route 66 i've remade the first rest stop, build a second one and add some lodging industry.
  15. Replies: korver: Thanks, really glad your enjoying it. As for the road network I'm surer there is many places that use a similar design in the real world though admittedly I haven't seen it either. If you like the road network though you should be happy with the below entry! Entry 3: Adding more infrastructure! So, basically this was the whole point with this city, to try and create a functioning densely populated island city that relies entirely on road, plane and boat for transit (no trains, subway etc). As such, since the last entry I've been doing a lot of road work starting, with this small spur in the industrial/incinerator area which had this issue. So, a bit of shifting stuff aroudn and some small scale demolition and we have this distribution spur which, is a much better solution to the traffic. Next up was the entrance area, where we needed to put in a large scale split to facilitate traffic heading north. A much larger project than the one before and massively oversized for the state of the city at the moment but at least it should hopefully be futureproofed for a little while at least. Random overview of what the city looked like at that point. Right before it saw some large scale growth that meant I needed to make a few changes to the interchange. The other reason for this highway interchange being completed now is to help facilitate the first high rise development outside the city centre in the district centre of Pranada. Finally for this entry we have the biggest roadwork project, the re introduction of the harbour splitter, which, was present in the previous version and seemed to work really well so was always going to be in this one as well. The difference however is that I changed the way the connect to eachother and added a third harbour to the system for the local freight that doesn't need to use the highway to get to them (located immediately right of the interchange. Some bits of the system look a bit unusual but basically I designed it so that they get relatively equal usage, hence why some of the road types are a bit odd in choice as they make the journey times for the different sides more or less equal. At least it seems to be working ta the moment but we'll have to see as volume increases. Though, seeing as we did have an issue already when building it that meant I had to build this small local only harbour on the otherside of the city, we could be seeing more harbours in the network in the future. For now though, that's a lot of road so we'll end it here with the usual current overview Till next time!
  16. I came across some highway signs by Spencer and it seems that it has very few downloads and I would like to promote this guy.NOTICE:I'm not trying to boost my popularity by doing this http://steamcommunity.com/sharedfiles/filedetails/?id=881030413&searchtext=Highway
  17. It seems to me that the despite all the work done by the NAM team, this game requires lost of trial and error when it comes to building fancy roads. As it basically requires a real good sense of the footprint which each piece will take. This being somewhat different from CS which I also have that is quite a bit more interactive. It his a fair assessment or am I going about building roads wrong? PS: I did learn to try to build from only a single end. Building from to ends towards the middle is very, very hit or miss; with more miss than hit. Thanks.
  18. Is there any way to connect underground FLUPS (Road and Avenues) that go underneath a RHW ... in my case the 8C version. I can't seem to figure it out.
  19. Gaps in Roads

    Hey everyone, I am getting back to playing this great game and was wondering if anyone knows how to get rid of gaps like this (arrow)
  20. Hi everyone I have tried searching for an answer before posting this, but I am a little lost and seeking help. I want to make a road tunnel under a RHW but am unable to do it. I thought that you just made a hole and dragged road under to make a tunnel. However, no matter how hard I try or how deep I go the same problem occurs. Am I doing something wrong? Should I be using FLUP's? (Have never used them before). I feel I am missing something very easy here, but cannot figure it out. Any help, guidance or pointing me in the direction of a good tutorial would be great. Thanks for the help.
  21. If I installed NAM 35, can I still use default Maxis roads/highways in my cities? I admit to be a little overwhelmed by the game and mods at the moment. Thanks!
  22. Take the Highway:New Cardiff Part I

    Welcome to the beginnings of New Cardiff! Theme for New Cardiff: My hope for the brand-new city of New Cardiff is to capture the feel of a fairly large Northeastern/New England city. I decided to call it New Cardiff to follow the unoriginal New England naming scheme of copying British names (such as New York, New Britain, New London, New Hampshire, and yes, New England itself) and tacking on "New". I don't want to make it like a huge, super well-known city, such as NYC or Boston, rather something a bit smaller, such as New Haven, Connecticut. First Step: The Road System Every good city needs a good highway system, so for this project I decided that would be the first thing to get done. There are two major highways that I've created so far; one going east-west and the other north-south. The one going east/west is I-95, a real interstate that is very important to cities like New Haven and very busy on a regular basis. The north/south interstate is I-693, an imaginary road that, from my bit of research, would place New Cardiff on the southern Connecticut shore between New Haven and New London, CT. Trumpet Interchange Here's I-95 Westbound heading towards the interchange and the future downtown on the other side. An overview of the trumpet interchange, with the top of the screen facing east. The elevated rail there will head north and east out of downtown, stretching out into the suburbs. A couple more angles, facing north- and southbound, respectively. The Funkychange I don't know of any official name for an interchange like this one, so I have christened it "Funkychange". Here's a full overview of the interchange. My idea was to have a functional exit off of I-693 onto an avenue parallel to the highway, while the highway curved off diagonally. You can get off and on to I-693 from Tredegar Avenue in any way imaginable. There's even a U-turn from I-693 North to South. And here's where the Funkychange ends and Tredegar Avenue begins. I decided to call it this after Tredegar Street in Cardiff, UK. If you like my work please check out my YouTube channel. I'm currently building my city of Harinsburg, which is meant to capture the look of a Midwestern industrial river town. If you really like Harinsburg and want too see still images, written descriptions, etc, check out my other City Journal of Harinsburg: Thanks for reading, and merry building!
  23. I'm facing currently a strange issue with texture clipping. See screen. As you can see the green ground texture is clipping over the tunnel entrance of the railway track. The single rail tracks next to the tunnel are there but not visible. I have the same issue with roads as well. When painting next to them, they disappear like the single railtrack in the screen. Roads can be recovered by changing road type. Anyone having this issue before? UPDATE: This issue is reproducable with save games where the issue deffintely did not exist. So it seems not to be a currpted save file issue, it seems to be mod related.
  24. Need help to get a mod like normal road but like highway on ground like roads just a double layer please help me thanks
  25. Back to SC4

    Hello everyone! I'm going to play Sim City 4 again. Since my last laptop died I didn't had back up and all the mods have gone. So I need those mods that you guys recommend me to have it. It know one of it is NAM. I cannot remember every mod I had back 8-10 months. Thank you!

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