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Found 586 results

  1. Ancient Egypt

    Today, we're traveling back to 2500 BCE to Ancient Egypt to take a look some of the greatest man made wonders of all time, along with some of the stunning surrounding landscape. We begin with the The Great Sphinx of Giza - the most recognizable statue of Ancient Egypt - and even to this day, it remains one of the world's most famous statues. It features a lion's body with the head of an Egyptian king - and was carved of out limestone most likely during the reign of King Khafre (2558-2532 BCE). The Nile River was truly vital to Ancient Egypt in a number of ways - not just for crops and irrigation, but for also allowing ships to sail from city to city. Small docks like this one lined the edge of the river. The land surrounding the Nile River was nutrient rich, and had excellent farming conditions. The ancient Egyptians called the soil "The Gift of the Nile" - and a variety of crops could be planted such as wheat, figs, barley, melons, and figs. We move on to the pyramids - it took three generations to complete this complex, and it was well worth the wait. Despite their condition today - the pyramids were once coated in polished white limestone - one of the most incredible sights imaginable. Each pyramid has a series of chambers underneath - and are believed to be tombs for their namesakes. The Pyramid of Khufu - also known as the Great Pyramid of Giza - was the largest of these pyramids. It is the oldest of the Seven Wonders of the Ancient World, and the only one to still remain to this day. The Pyramid of Khafre is the second largest of the Pyramids (although it might look taller due the fact it's on a higher elevation) - but has a much more elaborate complex of chambers and was also once connected to the Sphinx by a walkway. The Pyramid of Menkaure was the smallest of the three - to set it apart and to give it a unique look, the lower portion is encased in granite. Finally, some overviews of the entire area. Don't forget to comment, like, and follow True Earth if you haven't already! -korver - - - Big thanks to @tariely, @redfox85, @RandyE, @RobertLM78, @raynev1, @mrsmartman, @Dreadnought, @CorinaMarie, @Toby Ferrian, @feyss, @The British Sausage, @Akallan, @Elenphor, @bladeberkman, @bobolee, & @SC4L0ver for the likes on the preview!
  2. Bipin Concrete Walls

    Version 1.0.0

    127 Downloads

    @Bipin requested I upload these concrete retaining walls as he no longer has access to the files. These walls are solely the creative output of Bipin and I take no credit whatsoever nor assume responsibility for them. Please bear in mind these walls were never released as a 'final version' and should be considered a test/draft version and treated as such by members. The walls contain a variety of retaining wall pieces as you can see from the images. I have only tested them with 10, 12 and 14 metre-high embankments and as you can see from the image the 'boutiques' entrance is best suited to use at 10m. Placing the corners can take a bit of trial and error so be patient, remember these are not a final release. Walls should appear in the Misc Transport menu Redistribution of these files is forbidden without the express permission of @Bipin Lot Files include; bipin_retainConcreteSD_1_1ee99f0a bipin_retainConcreteSD_1_sidewalk_1ee9f7d2 bipin_retainConcreteSD_2_9ee99fd4 bipin_retainConcreteSD_3_9ee99ff7 bipin_retainConcreteSD_bee98991 bipin_retainConcreteSD_corner_bee9a93d bipin_retainConcreteSD_corner_sidewalk_5ee9f84a bipin_retainConcreteSD_corner_sidewalk2_fee9f8f8 bipin_retainConcreteSD_UB_dee9e094 bipin_retainConcreteSD_UB_sidewalk_1ee9f76c bipinboutique_2_5eebe300 Dependency required for the boutique shops -
  3. Schulmania

    Welcome to Schulmania This thread is a continuation of the original Schulmania thread, found here . Limitations of the previous forum software have made the original thread unwieldy, so I am hoping that the new thread will be more responsive and have fewer page bugs. In addition, due to the thread size and its vulnerability to corruption, an external archive site has been established for Schulmania updates. Updates will be saved in PDF format and posted for review there. Because the forum software is not designed for the type of indexing I have tried to do with Schulmania's updates, the main index will now be hosted on the external archive site. That, coupled with reserving the first 20 posts in this thread, should help organize the thread better than the original version. Please check the links in the posts below to connect to all Schulmania content in both threads as well as the external site. SCHULMANIA VOLUME 1 Pages 1-268 This large region will eventually grow into a strong nation. Every story has a starting place. For Schulmania, it is the hilly, wooded island of Schulmanicus. In the region view, no other land can yet be seen – it has not been discovered yet. As the Schulminions venture outward, they will make many exciting discoveries – ones which expand their horizons and ones which will challenge their deepest beliefs and way of life. SCHULMANIA VOLUME 2 Pages 269-date Watch Schulmania double in size and then double again as brave explorers trek overland to the eastern shore and sail west to the mystical land of Tenne. Along the way, a variety of towns are established from one side of the nation to the other. Step by step, Schulmania is approaching its destiny; a destiny to be fulfilled in Volume 3. SCHULMANIA VOLUME 3 Pages TBA This section features all of the newest updates in Schulmania. Come see what's new! SCHULMANIA WEBSITE http://www.schulmania.info This is the definitive source for all things Schulmania. Here you will find a complete archive of all Simtropolis updates as well as exclusive updates and a host of additional features, stories and insights into the land SCHULMANIA BLOG http://schulmania.info/blogengine.net/
  4. 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!
  5. Ancient Egypt (Preview)

    Ancient Egypt (Preview) Ancient Egypt has always been a personal favorite place of mine - and I'm finally making it a reality in SC4. I recently found an awesome model online which I exported into a number of parts and assembled it in the game.. and the results are impressive. (If anyone is really interested in it, I'll try to contact the author to see if I can re upload it). From there it was a matter of custom lotting it and carefully removing the base textures - if anyone's interested, I did a guide on that process in my Year In Review entry. I'm planning on doing another detailed guide though soon on that and some other things. Anyways, I'm putting the finishing touches on this scene - its covering the Pyramids, Sphinx, Nile River, and some of the surrounding farmland.. expect to see the full update very soon! Don't forget to comment, like, and follow True Earth if you haven't already! -korver - - - Previous Update: "London - Landmarks" Big thanks to @Tonraq,@Odainsaker, @RobertLM78, @bladeberkman, @tariely, @CorinaMarie, @Mr Saturn64, @Cyclone Boom, @nRVOUS, @kingofsimcity, @mike_oxlong, @Toby Ferrian, @feyss, @matias93, @jakis, @Fantozzi, @Pluispixel, @mrsmartman, @Dreadnought, @The British Sausage, @scotttbarry, @RandyE, @Akallan, @redfox85, @bobolee, @Angry Mozart, @sucram17, @SC4L0ver. @Krasner, @kelistmac, @europe.au, @geminijen, @Simmer2, @gigius76, & @raynev1 for all the likes!
  6. U1: The Price of Expansion

    Hey Simtropolis I've caught a small break between my second and last exam, so I thought it'd be fun to try something SC4 related after such a long while. I decided to just make-do with what I already had, despite there being no real fresh BATs in this image. Starting out with a small scene, like I usually do, but it turned out quite nice "Despite our drive to reach for new stars and tame new worlds; there always lurks, a disaster at every corner. We realize that the galaxy is even wilder than we could possibly imagine, and no amount of technology could prepare us for the reality and the challenges it brings."
  7. London - Landmarks

    For the final chapter of London, we're taking a look at some more of the city's most iconic landmarks. We begin with a look back in time to the 1200s - to the Old London Bridge. Constructed in 1209 - this bridge stood for over 600 years as the main route across the River Thames. While long gone, various drawings from the era depict a bustling bridge surrounded by medieval houses on both sides. Unfortunately, the design of the bridge led to its ultimate demise, as it impeded river traffic - and was eventually demolished in the 1800s to make way for a more modern bridge. The next stop is one of London's most awe-inspiring buildings - St. Paul's Cathedral. Designed by famed architect Christopher Wren and opened in 1708, it was part of a major rebuilding program after the Great Fire of London in 1666. The cathedral serves as the seat of the Bishop of London and the mother church of the Diocese of London - and is one of the city's most popular attractions as well. The London Eye is one of the city's most popular attractions - located on the banks of the River Thames, it was the world's largest Ferris wheel when completed in 2000. If you can get past the long lines, the views of the city's South Bank from the top are incredible. We continue on with a trip to one of London's most famous bridges - Tower Bridge. Not to be confused with the original London Bridge (as seen in the first picture, since replaced with more modern versions) - this Victorian Gothic landmark has been one of the city's most distinctive sights since its completion in 1894. Close by Tower Bridge is another one of the city's famous landmarks - the Tower of London. This historic structure was built back in the 1190s and has served as a fortress, palace, and prison. Our next stop is one of the city's most famous squares - Trafalgar Square. Its named after the famed Battle of Trafalgar - a key British naval victory in 1805 - and it's been a popular gathering place for people (and pigeons) since 1840. The iconic Nelson's Column in the middle of the square is one of the city's most famous monuments. Our last stop is one of the world's most iconic buildings - Big Ben. This famous clock tower is located on the north end of the Palace of Westminster and has chimed since 1859. Recent maintenance repairs though means you'll have to wait until 2021 to hear it regularly again. Don't forget to comment, like, and follow True Earth if you haven't already! -korver - - - Previous Update: "London - The City & The Shard" Big thanks to @matias93, @RobertLM78, @The British Sausage, @Angry Mozart, @RandyE, @scotttbarry, @Odainsaker, @CorinaMarie, @tariely, @bobolee, @nos.17, @mrsmartman, @_Michael, @APSMS, @mike_oxlong, @mattb325, @SC4L0ver, @Mr Saturn64, @Dreadnought, @tonyr, @jakis, @Neto Dari, @gigius76, @raynev1, @Toby Ferrian, @Fantozzi, @Tonraq, @Elenphor, & @Pluispixel for all the likes!
  8. 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
  9. 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!
  10. SANTANA ISLAND - Traditions die hard Chapter 01 - Introduction DEDICATED - OP4 (Onlyplace4 aka Mike) NOTE: This is a conservative City Journal in the style of classic 3RR by Dedgren (David). I will expand this step by step page. _______________________________________________________________________________________________________________________________________________ This unit is for my words of gratitude. Sorry if I can't remember them all. But (sites, programs, teams, and people, names and logins): Diktator, Jeronij, Pegasus, SC4 Polska, OP4, NAM Team , VIP Orange, JES, Ilive Reader, SC4PIM, PNG to FSH, Dat Packer 2008, SC4 Model Tweaker, Tool SC4, SC4 Icon Creator, HHarbor Team, DocRorlach, Dedgren, Ionionion with "OMCo Serial", NBVC with "All His Objects" too... etc. New day - new names: 2017-04-25: SimForum BAT Team (SFBT), FANTA, SM2 and ... 2017-04-26: CP 2017-05-06: Krasner The list is very large - sorry - I'm going to continue it ... _______________________________________________________________________________________ The story began in 1949, but more on that later. Today 09-01-1950. This is Gent Region, city - B-07-07. Twenty years ago, someone built a village here. Then she left him. 01-01 Now we come to the island Santana on a light aircraft. 01-02 01-03 This is a map of flight from Gloria state to Santana Island. 01-04 This is Osbourne City 1949. The continuation very soon ... Thank You, Silur ...
  11. TL-KOSC Devlin Square

    Version 1.0.0

    45 Downloads

    This one is a… reimagining of what is, I believe, the very first lot KOSC uploaded. He has since gone on to ever grandioser things, which is encouraging for us noobies (see his content at : https://community.simtropolis.com/profile/33566-kingofsimcity/content/?type=downloads_file ) He has graciously accepted that I tinker with his lot – and helped me learn new things on the way (Menu order ! Menu icons !) Many thanks to him and to my other technical gurus, Rsc204, and Dreadnought. And especially Rivit, who lighted my SC4 world. Also the willing victims of the beta-tests, RobertLM78, Handyman and, again, Dreadnought. And the guys and gals on the forums (Twalsh, RandyE, Matias93, Fantozzi…). We need help when we begin sneaking a peek under the hood of SC4. That the community is always willing is a constant reassurance : we’re not alone! The original is at : https://community.simtropolis.com/files/file/11957-devlin-square/ __________ TL-KOSC Devlin Square ________ Stats : Plop cost : 800 Park effect : magnitude 75 radius 75 Pollution : Air -50 Landmark effect : 60, radius 10 And this is for SC4 Rush Hour... __________ Dependencies : (again mostly the same as the other parks…) BSC_BATProps_Mattb325_vol02.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383 BSC MegaProps_MJB_Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=407 BSC MegaProps_MJB_Vol02.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771 BSC Mega Props SG Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 BSC MegaProps_swi21_Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=403 BSC MegaProps_swi21_Vol02.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=405 BSC Textures vol.01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 BLaM French Connections Mega Pack 2 http://community.simtropolis.com/files/file/17436-blam-french-connections-mega-pack-2/ Nams Props Pack Vol.1.dat Nams Props Pack Vol.2.dat In Nams Props Pack 1 & 2 : https://www.toutsimcities.com/downloads/view/1780 https://www.toutsimcities.com/downloads/view/1882 PEG_MTP_SUPER_RESOURCE_PACK.dat in PEG MTP SUPER PACK http://community.simtropolis.com/files/file/20966-peg-mtp-super-pack/ Tamorr Family Props v210 in Tamorr’s Resource 2.05 http://community.simtropolis.com/files/file/21940-tamorrs-resource/ R6_VIP-HerbesPampaBig.dat in VIP Rural Pack http://community.simtropolis.com/files/file/26806-vip-ruralpack/ VIP-Girafe Birches http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2620 WMP Power Props01, in WMP Power Lots http://community.simtropolis.com/files/file/26376-wmp-power-lots/ RVT_ParkLights2.dat (included) zLightCones_RVTNite.dat (included) Depending on your using or not a Light Replacement Mod, the lighting will be slightly different, but There Will Be Light. (If using LRM and finding your own lights too dim, take out zLightCones_RVTNite.dat).
  12. Perseus returns!

    It's been a long time but Perseus lives on! Unfortunately due to persistent game save errors and crashing I lost the will to carry on with this game for some time and that was further compounded by a generally busy work and family life. I have however decided to start creating again and I'm struggling through the continuing errors so I've had to leave some large and densely packed unfinished city tiles for the time being and instead I'm working on the Passau Island development. I almost never post work in progress game images but I thought I'd give a teaser of what Passau Island entails. Yes the grid is on and there are empty tiles but it's just to give an idea of what's planned. Almost every lot and building on this island has, or will, be custom edited, which is a rather time consuming task in itself. It'll be a mix of commercial, residential and leisure developments. More to follow!!
  13. I'm curious to know where people get their ideas for cities, towns, rural areas etc. Do you use Google Earth? Your own part of the world? Batters' lots set an idea in motion? Other CJ's? Sometimes I run out of ideas to make something a bit more unique - things start to look the "same". Let me know what inspires you.
  14. Tariel-D66 Serenity Garden

    Version 1.0.0

    86 Downloads

    This one is another Relot Riff, on D66 Serenity Plaza, which is another mainstay of mine. But I wanted it a little less somberly ornate and so a little more… serene. Which is why my relot is called Serenity Garden. The original is at : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1085 (If you want to have a look at D66’s other creations, go to the LEX and do a Power Search with her name. Her lots are great !) I said it in my very first upload, but it bears repeating : Many thanks to my technical gurus, rsc204, kosc and dreadnought. And especially rivit, who lighted my SC4world. Also the willing victims of the beta-tests, robertLM78, handyman and, again, dreadnought. And the guys and gals on the forums (twalsh, RandyE, matias93, fantozzi…). We need help when we begin sneaking a peek under the hood of SC4. That the community is always willing to help is a constant and pleasant comfort for us noobies. ---------------------------- TL-D66 Serenity Garden Stats : Plopcost : 250 Park Effect : mag.40 rad. 65 Pollution : Air-5 Landmark effect : mag.20 ; radius 10 And this is for SC4 Rush Hour. --------------------------- Dependencies : (mostly the same as the other parks…) BSC_BATProps_Mattb325_vol02.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383 BSC MegaProps CSX vol03 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=461 BSC MegaProps_MBEAR_Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=345 BSC Mega Props SG Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 BSC MegaProps_swi21_Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=403 BSC MegaProps_swi21_Vol02.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=405 BSC MegaProps_Misc_Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=426 BSC Textures vol.02 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=638 BLaM French Connections Mega Pack 2 http://community.simtropolis.com/files/file/17436-blam-french-connections-mega-pack-2/ Nams Props Pack Vol.1.dat Nams Props Pack Vol.2.dat In Nams Props Pack 1 & 2 : https://www.toutsimcities.com/downloads/view/1780 https://www.toutsimcities.com/downloads/view/1882 PEG_MTP_SUPER_RESOURCE_PACK.dat in PEG MTP SUPER PACK http://community.simtropolis.com/files/file/20966-peg-mtp-super-pack/ Tamorr Family Props v210 in Tamorr’s Resource 2.05 http://community.simtropolis.com/files/file/21940-tamorrs-resource/ WMP Power Props01, in WMP Power Lots http://community.simtropolis.com/files/file/26376-wmp-power-lots/ RVT_ParkLights2.dat (included) zLightCones_RVTNite.dat (included) Depending on your using or not a Light Replacement Mod, the lighting will be slightly different, but There Will Be Light. (If using LRM and finding your own lights too dim, take out zLightCones_RVTNite.dat).
  15. A SimCity 4 Tutorial Cloud Oriented Region Import Method Adding Painted Streams by CorinaMarie@Simtropolis In this guide I present a method to create a grayscale image from which to render a random rolling hills terrain map that has water streams and rivers added. Here's a random sample of a map I created using this method: Note: The following is merely an alternative method to create a semi-realistic, fictional region map for SC4. Before you waste any time reading this please be aware that the defacto standards for map making are: SC4 Mapper, SC4 Terraformer, and Landscape Designer. Use them if you want something better. Also, as mentioned by @RobertLM78 in a reply in this thread there is another one by Ordio called Simcity 4 Region and Config Creator. However, many peeps have said they cannot run those programs on later versions of Windoze or other OS's so what I'm presenting here is simply another method by which one can make a decent map with minimal time and effort. I'm using GIMP for this guide because it's free to anyone. Any good image editing program will have the same tools I use in this guide. The method is quick and easy. Initial Steps 1. Load your SimCity 4 Rush Hour or Deluxe game and create a new region. Name it whatever you want. For this tutorial I'll use Cloud Map. Exit the game, or at a minimum, exit the new region by opening a different region. This is so the existing config.bmp file is not in use. 2. Create a new config.bmp file. For this tutorial mine will be 12x12 pixels. See Config.bmp: How to Make it Yours if you are not already familiar with it. 3. Save that config.bmp into the new region folder you just made. (Overwrite the existing one.) 4. You should now have region.ini and your config.bmp in your new region folder. Making the Grayscale Image 1. Go outside and take a picture of some clouds. 2. Load the picture into a decent imaging program. 3. [Optional] Crop it if there are cloudless parts you don't want in the image. In Gimp it's the Rectangle Select Tool over in the upper left of the tools box. Or you can press R. Draw a box around the part you want to keep. Then go to the Image Menu and select Crop to Selection... 4. Scale the image to the appropriate size based on the config.bmp you will be using. As we learned in @Birdin's config.bmp guide we multiply the dimensions of config.bmp by 64 and add 1. So 12 * 64 = 768 + 1 = 769. The height and width are the same since my config.bmp is 12 x 12. Go to the Image Menu and select Scale Image... That brings up this Scale Image dialog box. First click the little linked chain to the right of the Width and Height boxes to break the chain. This tells the program that we are not concerned about keeping the cropped selection proportional to the original image. Type in the Width and Height dimensions that you calculated in the beginning of this step. For this tutorial I entered 769 in both boxes. Then click the Scale button. 5. Convert to grayscale. Go to the Image Menu and select Mode --> Grayscale. 6. Export the image as a .Bmp file. Go to the File Menu and select Export As ... When the export dialog box comes up, look in the lower left for the little bitty plus sign in a box by the Select File Type (By Extension) and click it. That will open up the File Type selection box. Scroll down and click Windows BMP image. In the upper left in the name box, type in Gray 1 in front of the .bmp. Note only the name portion is pre-highlighted in blue indicating what part to type over. (Brilliant programming imo.) Remember which folder you export (save) the file to. That's indicated by my arrow in this next pic. Mine is going into My Documents. Click the Export Button. The next dialog box has some options. I simply click the Export Button. (I believe one could select the Run-Length Encoded to reduce the file size. I haven't tested that, so I leave it unchecked.) And here's what I created: 8. Close all files. I personally do not let it save my original clouds with the cropping and changes so that way I still have my unaltered original. 9. Close your imaging program. (Or if your comp has plenty of memory, just minimize it.) First Render (These interim steps are what I did when learning. I skip them now I know what I'm doing.) 1. In SimCity 4, open the new region you created. Mine is called Cloud Map. 2. Press the magic key combination of Shift+Ctrl+Alt+r. This brings up the file selection box. 3. Drill down to where you saved your grayscale image file and select Gray 1.bmp then click Ok. 4. Now wait while the map is rendered. You will see Creating New City like this: And here's our first draft render. Note that it's way too choppy. We will fix that soon. The reason I did this preliminary render is to see what part is water. Tweaking the Grayscale Image 1. Reopen Gray 1.bmp in your image editor. We will paint in our rivers and streams before we smooth out the rough, choppy bumps. Select the Paintbrush tool and set it to Acrylic 05. Leave the size at 20 point for now. I selected Acrylic cause it adds a random pattern to the edges of what you paint. 2. Click the foreground color selection box. It's right under all the tools on the left. That brings up the Change Foreground Color choices. Type 40 in Red, Green, and Blue. Yes, I already hear peeps saying: Wait, that's too dark. Stay with me on this. 3. Now paint in streams / rivers. A twitchy hand actually improves the realism. 4. Now to smooth out the choppiness of the hills. From the Filters menu select Blur --> Gaussian Blur... This also blends the rivers and streams so that's why I picked color level 40 (which equates to 120 meters height after rendering but doesn't count the blur merging). This'll be an area to experiment on your own based on your original cloud picture. 5. In the next dialog box change the Blur Radius to 10.0. Or pick your own number. Higher numbers means more smoothing and lower ones give less. 6. Export the image as Gray 2.bmp. Here's my new grayscale: 7. And here it is rendered: The map is now ready to paint trees in game or load your favorite terrain and tree and other landscape related mods. Or, tweak it some more. Further Refinement 1. Let's say I want everything to be a little lower elevation to get a bit more water. From the Colors menu select Levels... 2. Then I adjust the Gamma Level to 0.85. (I derived this number thru trial and error for this particular cloud image.) 3. Here's the new Grayscale image I exported as Gray 3.Bmp: 4. Here it is rendered: 5. And then I painted Maxis trees in every tile: Edit 2016.11.02 I've discovered a couple new things. I started with this cloud picture: Then in GIMP I did the normal stuff outlined above and then I used the Burn Tool to lighten the banks of the rivers: And I blurred it after that. Here's the grayscale I created: Another new thing I noticed is having mods for terrain, rocks, water, and beaches already installed means the import rendering colors the region view with them so I don't have to go into each tile to do that. Here it is rendered: Then I did go in and paint Maxis trees as thick as the program would allow: ^ What I really like is the banks of the rivers seem more realistic to me inasmuch as they show the effect of previous flooding. Also my heavier use of Gaussian Blur means the map is much more friendly when using a slope mod to lay out the transportation network. Where to go from here 1. You can alter the gray shade of your paintbrush to a lighter one and paint along the sides of the streams to create gentler slopes if you like. It's best to do that before adding the blur cause the blur does a bunch of evening out. (See my edit above. Using the Burn Tool works even better for this.) 2. If your cloud picture has a much lighter blue sky you might want to play with brightness, contrast, or color levels to darken it before for you start any other part of the editing. Use the Color Picker Eyedropper to see what shade any given area in your grayscale is. Providing you have not installed a Height Mod with an alteration to the scale factor and/or sea level, grayscale 83 is slightly below sea level. Lower values are farther under water. Grayscale 84 is slightly above water. Higher values are then higher elevations up to a max of 255 (white). 3. Experiment with various options in the imaging program. Render and see what you get. Learning by doing is loads of fun. 4. Experiment with altering the moisture content as discussed here to change the ground texture appearance. 5. Extract the Terrain Properties exemplar from Simcity_1.dat and play around with the variables there like ImageImportScaleFactor and SeaLevel or the Erosion settings. And Lastly Feel free to post your map creations in this thread. Ideally, post both the final grayscale image and then a region screenshot. Reply with what you've discovered that might be useful to other peeps.
  16. Tariel Chevrons Park 3x3

    Version 1.0.0

    71 Downloads

    I love parks, plazas, green spaces, even treed parking lots, anything that will let a cityscape breathe, by day or by night. Over the years I collected a lot of them, with a dozen loved one I always find myself going back to. But at some point, playing in night mod, I noticed that many of them were not lit, or not enough for my taste. Ditto for too many sport parks. I don’t want my peeps to be mugged when taking a stroll in a park or playing catch with the kids ! So I decided to learn how to light stuff. Among other things. So here is the very first park I lotted, (as any new modder would...) when I was hopped up on textures. There will be others. I thought it was time to add to our collective collection. Depending on your using or not a Light Replacement Mod, the lighting will be slightly different, but There Will Be Light. (If using LRM and finding your own lights too dim, take out zLightCones_RVTNite.dat). The lot and its 1x1 addon (to extend the paths if desired) should show up at the beginning of the Park menu, or somewhere thereabout – menu order is also player-dependent. Many thanks to my technical gurus, rsc204, kosc and dreadnought. And especially rivit, who lighted my SC4world. Also the willing victims of the beta-tests, robertLM78, handyman and, again, dreadnought. And the guys and gals on the forums (twalsh, matias93, fantozzi…). We need help when we begin sneaking a peek under the hood of SC4. That the community is always willing to help is a constant and pleasant comfort for us noobies. *********** Chevrons Park 3x3 : STATS : Plop cost : 250 Park effect : magnitude 40 – Radius 65 Pollution at center : -5 Pollution radius : Air 10 – water, garbage radiation : 0 Landmark effect : 20 radius10 Dependencies : Yes. The bread & butter of custom content. You should already have most of those. If you don’t, it’s time to get them ! BSC BatProps Mattb325 Vol02 : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383 BSC Mega Props D66 Vol01 & Vol02 : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=396 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=556 BSC Mega Props MJB Vol02 : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=407 BSC Mega Props swi21 vol01 : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=403 NetworkAddonMod_Props.dat (in NAM 34 or later) Namspopof Props Pack Vol.01 & 02 : https://www.toutsimcities.com/downloads/view/1780 https://www.toutsimcities.com/downloads/view/1882 PEG-MTP SUPER Resource Pack & PEG-MTP SUPER Textures Pack : http://community.simtropolis.com/files/file/20966-peg-mtp-super-pack/ VIP Girafe Chestnuts : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3049 Del_People.dat, in VIP-Delecto Plop People : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3448 Tamorr Family Props v210, in Tamorr’s Resource 2.05 : http://community.simtropolis.com/files/file/21940-tamorrs-resource/ RVT_ParkLights2.dat (included) zLightCones_RVTNite.dat (included)
  17. TL-ADC Bingham Plaza 6x6

    Version 1.0.0

    91 Downloads

    And now I begin to pay a grateful homage to the wonderful batlotters who have given and are still giving me hours of pleasure when I play. It is Relot Time ! My Bingham Plaza is a riff on ADC splendid Buckingham Fountain. It is the first dependency, for the SC4.Model ans SC4.Desc – but also to have ADC (smaller) park in your park stash ! [ See Ardecila content at https://community.simtropolis.com/profile/21619-ardecila/content/?type=downloads_file ] STATS : Plop cost : 250 Park effect : magnitude 30 radius 50 Pollution : none Landmark effect : 20, radius 5 Other Dependencies : (if you downloaded the previous parks, you should have most of them already...) BSC MegaPropPack CP vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 BSC Mega Props Misc.Vol02 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771 BSC MegaProps_RT_Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=398 BSC TexturePack Cycledog V01b http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101 BlaM-FC_Garden and Plaza_props.1 http://community.simtropolis.com/files/file/17913-blam-fc-garden-and-plaza-props-1/ Del_People.dat (in VIP-Delecto Plop People) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3448 FrankU Farm Prop families Maxis And BSC V1 http://community.simtropolis.com/files/file/26485-franku-farm-prop-families-maxis-and-bsc/ NDEX Base Texture Set 1 https://community.simtropolis.com/files/file/11617-ndex-texture-set-volume-1/ VIP-Girafe Honey Locust http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3065 Orange TSC MegaProp V01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1955 PEG-MTP SUPER Resource Pack http://community.simtropolis.com/files/file/20966-peg-mtp-super-pack/Tamorr Family Props v210 in Tamorr’s Resource 2.05 http://community.simtropolis.com/files/file/21940-tamorrs-resource/ RVT_ParkLights2,dat (included) zLightCones_RVTNite.dat (included) [if using the LRM, and finding your lights dimmer, take out the zLightCones_RVTNite.dat] Last but not least, this is for SC4 Rush Hour.
  18. London - Canary Wharf

    London is the capital and largest city of England and the United Kingdom. It's a city known for its culture, history, and traditions - and is one of the world's most visited cities. Additionally, it's one of the world's greatest commercial, financial, and industrial centers - and is widely known as a truly global city. Over the next three update updates I'll be covering some of the city's most incredible sights and landmarks - starting with Canary Wharf. This major banking district is located on the Isle of Dogs on the banks of the River Thames - and has been home to some of the busiest ports in the world over the years. Today, its best known for its incredible collection of skyscrapers like the 771 ft tall One Canada Square (lower middle below, with the pyramid top), 655 ft tall 8 Canada Square (HSBC Tower, lower left below), and the 655 ft tall 25 Canada Square (middle skyscraper below, citigroup signage) - which are among the tallest in the United Kingdom. Don't forget to comment, like, and follow True Earth if you haven't already! -korver Previous Update: "Paris (Pt. 3/3)" Big thanks to @jakis, @RobertLM78, @Toby Ferrian, @CorinaMarie, @RandyE, @Silur, @Fantozzi, @mike_oxlong, @redfox85, @_Michael, @Mr Saturn64, @Angry Mozart, @Odainsaker, @kschmidt, @The British Sausage, @SC4L0ver, @bobolee, @mrsmartman, @raynev1, @scotttbarry, @Elenphor, @Marushine, & @huzman for all the likes!
  19. Paris (Pt. 2/3)

    Our tour picks back up with a trip to La Madeleine - one of the city's most recognizable churches. Originally designed as a temple to the glory of Napoleon's army - its Greek style sets it apart from the rest. Since its completion in 1842, it's been one of the most popular attractions in the city. The Odéon-Théâtre de l'Europe is one of the most beautiful theaters in the city and one of France's six national theaters. The Palais Garnier is one of Paris' most grand opera houses - opened in 1875, it's a true masterpiece. The next stop is one of Paris' most unique landmarks - the Centre Pompidou. Completed in 1977, this enormous colored building is covered in a maze of pipes going in every direction - and has housed a popular art museum ever since. (Animation might take a little bit to completely load) Our last stop today is one of the world's most famous landmarks - the Eiffel Tower. Completed in 1889 for the Universal Exposition to celebrate the 100th anniversary of the French Revolution - this 986 foot tall tower became the world's tallest freestanding structure for over 40 years. It's remained an icon of Paris and France ever since. Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Previous Update: "Paris (Pt. 1/3)" Big thanks to @kingofsimcity, @_Michael, @scotttbarry, @RobertLM78, @huzman, @RandyE, @Toby Ferrian, @Manuel-ito, @Talla 2XLC, @CorinaMarie, @Silur, @redfox85, @Tyberius06, @Andrey km, @bobolee, @MushyMushy, @The British Sausage, @mrsmartman, @matias93, @raynev1, @mike_oxlong, @Mr Saturn64, @Angry Mozart, @Girafe, @jakis, @feyss, @martijn.1, @Transport, & @Elenphor for all the likes!
  20. Prague

    Prague is the capital of the Czech Republic and one of the most picturesque cities in all of Europe. It's a city steeped in history - once the capital of the kingdom of Bohemia, its been a cultural, political, and economic center for centuries. The first stop in our tour is the Petrín Lookout Tower - located at the top of a small hill, this 62m tall Eiffel Tower lookalike offers stunning views of the city. Not too far away is another one of Prague's famous landmarks - St. Vitus Cathedral. Construction took nearly 600 years, finally completing in 1929 - but this magnificent Gothic cathedral was well worth the wait. Countless religious and coronation ceremonies have been held here - making it one of the most important landmarks in the city. To make it into the old town, you'll have to cross the Charles Bridge, spanning the Vlatva River. Completed in 1402, this stunning Gothic styled bridge is one of Prague's most famous landmarks and one of the world's most famous bridges. We've made it into the famed old town. With the incredible Týn Church and Astronomical Clock close by, this stunning town square is steeped in history. The aforementioned Týn Church (fully known as the Church of Our Lady before Týn) is one of the world's most beautiful Gothic churches - built back in the mid 1400s and completed by the mid 1600s, it towers some 260 feet above the surrounding rooftops of Prague. The cathedral also serves as a gallery of Gothic, Renaissance, and Baroque works - its a historic site in Prague that anyone visiting here should be sure to visit. Like many other similar cities and towns across Bohemia and Central Europe, Prague enjoys a rich tradition of Christmas markets. Starting in early December and ending by early January, the stalls here have an unbelievable amount of goods on sale - from treats, decorations, handmade goods and more. For those braving the elements - the selection is second to none and its a trip you won't soon forget. No Christmas market is complete though of course without an enormous Christmas tree - and the ones here can get as high as 100 feet tall, making it truly a sight to behold. Once nightfall hits and the snow begins to clear - you can get a clear view of the twinkling lights and all the magic this place has to offer. Another one of Prague's famed traditions is the legendary fireworks display that takes place on New Year's Eve - the entire town gathers in the square and surrounding streets to take in the breathtaking views. Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Previous Update: "Cephalonia (Countryside & Overviews)" Big thanks to @RobertLM78, @_Michael, @RandyE, @Toby Ferrian, @Talla 2XLC, @CorinaMarie, @Manuel-ito, @matias93, @bladeberkman, @bobolee, @Fantozzi, @Elenphor, @The British Sausage, @Oerk, @gigius76, @raynev1, @Neto Dari, @TekindusT, & @mrsmartman for all the likes!
  21. This is a highly experimental fix I developed to attempt to fix the crash that occurs when hovering a puzzle piece over a transit-enabled lot. I'm not sure what practical purpose this serves for regular users but I hope this is a valuable resource for modders and other community members nonetheless. How it works This mod can now be downloaded from the STEX. The files for this fix can be located on GitHub and is just a DLL which is unzipped to the Plugins folder. The DLL first overwrites code in SC4 that would normally unload the DLL for being nonstandard. The DLL then overwrites other parts of SC4's code to take control of potentially broken portions and catch and resolve issues that would normally cause crashes. Source code can be found on the release page, and the GitHub repository as well. Visual Studio 2013 is needed for compiling. Limitations Originally, this mod only worked with DRM-removed copies of retail SC4. However, as of recent updates, this mod will now work on any fully-patched copy of retail SimCity 4 (i.e. update 640) and on the Steam version of the game (update 641). Presumably, GOG and Origin will work as well as they also use 641. It should be safe to use this mod on unsupported versions as it'll give you a nag message and just not do anything. For retail SC4, testing was done on SKU 1, but I have no reason to believe that SKU 2 (European) EXEs are actually different. Demonstration This video shows the normal CTD behavior of hovering a puzzle piece over a transit-enabled lot: This video demonstrates how hovering behaves with the fix in place: More technical details The puzzle piece CTD is caused by a null dereference, though I haven't reverse-engineered the game enough to figure out what exactly it's trying to access. The fix acts like the Detours library in Windows and relies heavily on modifying the x86 assembly instructions of the game on-the-fly. The DLL overwrites the crashy code with a jump to one of the DLL's own functions. These functions first execute whatever instructions were overwritten by the new jump instruction. For the puzzle piece issue, the fix checks to see if certain pointers (stored in x86 registers) are null, and if they are, executes the proper instructions to resolve the issue. To reference the three functions in the source code: Hook_Sub96D8E9 — if the pointer in question is null, it skips an instruction that would try to increase whatever would normally be there. Hook_Sub65EBA0 — if the pointer in question is null, it jumps directly to a piece of code which cleans up the function being called and returns out. Hook_Sub65EBA0_Pt2 — if the pointer in question is null, it sets another pointer (which would normally dereference the bad pointer) to null as well, which is handled properly by the game. I wasn't aware of other CTD issues that would be as simple to replicate, though I have heard of issues with plugin conflicts and excessive plugins causing CTDs. However, this requires significantly more time to test, catch, and resolve. A couple of minidumps posted in technical issue threads didn't indicate much, and other posts in technical issue threads were capped to 20-ish lines since it had been thought that without debugging info, these crashes couldn't be solved. It'd be useful to have more of these. With crashdumps, the EIP address can be used for finding the address of the crash, and provided it occurs within the SimCity 4.exe module (you'll have to refer to the crashdump to see if this address is between the base address and upper limit address for the game), the registers, stack frames and instruction dump can be used to try to deduce what went wrong. What now? The code for disabling SC4's DLL unloading allows modders to create DLLs which can remain in memory for as long as SC4 is open, and while it's not as versatile as a DLL with a proper framework that SC4 recognizes, it's the next best thing. This fix also provides a good basis for further excursions into the game's internals, and could be more widely distributed and used to fix more issues in the game once the problems regarding digital copies are resolved.
  22. 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!
  23. 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!
  24. Worlds on the Edge

    Storyboarding Using SimCity 4 Regions "A storyboard is a graphic organizer in the form of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive media sequence." https://en.wikipedia.org/wiki/Storyboard In the region view above is a simple linear storyboard. Regions may be made up of 3 sizes of rectangular tiles and several elevations. SC4 space is scaled in 3-dimensions, technically referred to as 'trimetric' projection. Text can be entered as region, city, and mayor names, and text can be written directly on the tiles or as signs placed on the tile. --/-- Worlds on the Edge There are 6 large city tiles, one is used twice. Each city represents a condition of the world. All conditions are considered to exist simultaneously at any time. The story is arranged so that neither the past nor future are conclusive, but between each condition exists the possibility of either worsening or bettering condition, looping back or forward in time. Its a world in constant danger and great hope. On January 26, 2017, the Doomsday Clock maintained by the Bulletin of Atomic Scientists was moved to 2.5 minutes to midnight, the closest its been since 1953, so we begin our journey with a view of our fractured futures... I. Fractured Futures II. Past Paradises III. Transitional Cultures IV. Civil Foundations V. Industrial Crisis VI. Utopian Skies VII. Engineering Imperatives This CJ entry does require a concluding commentary, and I've been writing and re-writing, attempting to grasp the complex of images and ideas I've presented. Storyboards are supposed to be concise and brief, giving only an outline of a story and a sense of its meaning and purpose. Art came long before science, culture, civil structure, industry and technology, the first order, and no other being than human beings that we know or can imagine, does make art. Robots can be programmed to make art, but true art comes from a deeper place than machine, animals can dance and sing, exhibiting great passion and character, but true art comes from a higher place than matter. So its 2.5 minutes to midnight in a world of great conflict and crisis on every level, from the beginning, all through, and to so far. Before the technicians, engineers, managers, and performers can do their thing to resolve the conflicts and crises, the artists must do their thing. The science department has informed the arts department we are down to a 2.5 minute warning before the end of the show and there is no further data. In the entire universe we may even be the only ones that made it this far. My first question in assuming responsibility and pulling artistic license is "How many time-outs do we get?" I've got 10 billion lines of code to process... --/--
  25. South Port City

    S I M C I T Y V I: The Technological Singularity NWCM Nuclear Test Facility, South Port Simulated Nuclear Fusion Reaction Test Results: Power Source: 6 Fission Cores, 1 Fusion Core, Safety Rating: Exceptionally Good Power Generated: 98,000 MWh. Water Pumped: 1,223,000 Gal. Per Hr. Maximum Growth: Residential: 869,000, Commercial: 147,000, Industrial: 100,000 Simulator Runtime: 25 minutes, Single Core Processor: Maximum Speed: 3.2 Ghz CPU Start Test Temp: 43C, CPU End Test Temp: 56C --//--
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