Jump to content

Search the Community

Showing results for tags 'scale'.

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


  • 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 (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) 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
  • 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
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • 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


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


  • News
  • News
  • News


  • Challenge Uploads
  • 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

City Journals

There are no results to display.

There are no results to display.


  • 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




City-building game(s)

Found 8 results

  1. SC4 Earth Maps Grayscale and SC4M

    Version 1.2.0


    5 Various maps of the Earth for rendering in SC4, and including one SC4M file. MAP FILES INCLUDED: Folder: Earth Grayscale Heightmaps 01_Earth_257x257_1x1_Signature.bmp 02_Earth_513x257_1x2_Hemispheres.bmp 03_Earth_513x513_2x2_Squared.bmp 04_Earth_769x513_2x3_Continents.bmp 05_Earth_769x513_2x3_Relief.bmp All files listed above and below are in the same sequence as the previews. Folder: Regions Earth Signature 1x1 Earth Hemispheres 1x2 Earth Squared 2x2 Earth Continents 2x3 Earth Relief 2x3 The following text is contained in the zipfile in readme.txt and HTML. INSTALL the REGIONS Folder: SC4M Earth 2x3 Relief I have included an .SC4M map of the '05_Earth_769x513_2x3_Relief' map in a new folder. To load the map in SC4 Mapper, click on 'Create Region' and select 'Grayscale'. SC4 Mapper creates the city files and a config.bmp file by default, but not a region.ini file. A region.ini file is included in the folder which may be cut and pasted into the Region folder SC4 Mapper creates. Included above are 2 new previews (to the right) showing an image from SC4 Mapper, and the rendered map in 'SC4 Region View.' FOR ALL OTHER MAPS using the SC4 in-game Map Renderer From the unzipped 'Regions' folder select any or all of the sub folders, cut and paste into your user '/Documents/ SimCity 4/Regions' folder. Each of the Regions will then appear in your 'Region' menu in the game with the same name as the folder. Each folder contains a region.ini file and a config.bmp file, defining the name and layout of the region. The 'Earth Signature' region is a 1x1 large city tile, containing only one large blank terra-formed tile. This folder also contains 1 city file (662k) named 'City - New City.sc4'. This region does not have to be rendered and may be viewed and used immediately in the game. The city has not been 'Start'ed so is still named 'City - New City.sc4'. All other region folders only contain the region.ini and config.bmp files, the maps must be rendered in SC4 region view using the included grayscale heightmaps in .bmp (256 indexed grayscale 8-bit) format. The grayscale heightmaps in this package were hand designed for use with the SC4 in-game map renderer using a popular color relief map. If you use SC4 Mapper or Terraformer, smoother surfaces and smaller file sizes may be achieved, but elevation interpretation is different, generally the water level is one increment shallower, some land area may go under. Instructions for rendering the maps with SC4 can be found at the bottom of this page. SCALING in SC4 3D SPACE: The maps are not proportionally scaled either horizontally or vertically, they only represent a general idea of area and height. Horizontally, the term 'tile' is used for both the grid of squares in the city view and the grid of cities in the region view. One city view tile is 16m x16m, and one large city tile in region view is 4km x 4km. Grid lines in city view may be toggled on/off by pressing the 'g' key. Grid lines in region view may be switched on/off by checking/unchecking 'Show City Boundaries'. Vertically, buildings are scaled in (cubic) meters, but land area and elevations are more often very disproportional. In my 'Earth Relief' map one increment of land in region view is about equal to 1800m, so 5 increments from sea level is the highest point on Earth at near 9000m. There are 62 (62 x 1800m) increments from the bottom of the sea in SC4 to the top of its 3D space, sea level cannot be raised or lowered from its 6 increment setting. In terms of my 'Relief Map' then 6 x 1800m is the deepest surface below sea level at 10,800m, almost 11 kilometers. Actual scientific measurements indicate about the same depth. Consistently, the top of SC4 space is (62 x 1800) 111,600m, about 112km above the solid surface of the Earth. Objects below about 160km in orbit are considered to be below "Low Earth Orbit". The International Space Station orbits at about 3 times the height of SC4 space in the same spherical area defined as the 'Thermosphere' of the Earth. INSTALL INSTRUCTIONS: 1.) Launch SC4. In Region View use the Load Region scroll menu to locate and open the region you want. 2.) In Region View press CTRL-ALT-SHIFT-R. You should now have a window in the top-left corner. 3.) Navigate to the 'Earth Grayscale Heightmaps' subfolder in the unzipped 'SC4 Earth Maps 256 Grayscale' folder. 4.) Scroll to the bitmap (.bmp) corresponding to the region you have selected and click 'Okay'. (The exact file names of the region and map must match) The simulator should begin processing the map. If successful, you will see the region with city layout. The processing takes from a few minutes to several minutes to complete. --/--
  2. Hey there! I have some great ideas for new projects, based on a real life buildings. But they are all much bigger than the allowed grid size. Max tile size is around 12x13 while these buildings need at least 20x20. Have any of you made huge buildings like these? How did you do it? You scale it down? You just go bigger and place no props there? Please tell me your experiences. Best regards, Kliekie
  3. Hello everyone. I'm interested in recreating real world cities and towns in the UK. After experimenting with the plethora of mods available, I'm quite happy I have the tools I need to create fairly accurate depictions of real places, within the limits of the game. My first job when creating a region is to accurately depict coast lines, which I can do with a heightmap with no real difficulty, and elevations I tend to improvise as I go. However my main difficulty has been the scale of the SC4 grid. Some searching indicates each square is 16m, however, which makes sense having the 1km square large city. Though based on the scale of UK roads, a scale of 10m seems to be more accurate. Is the 16m a community assumption? Or should I be safe to just go ahead and for my purposes assume the squares are 10m? Thank you.
  4. Hi everyone, I have a problem with my Lod. It is really smaller than the "normal" model. I created the model in sketchup, I export it in FBX with the thomthom plugin. Everything seems ok. Unfortunally the LOD has a lot of problems if I create it with Sketchup (facade desappears, mirror effect...) ; someone on this forum advices me to use an other software. Accordingly I export the LOD in collada and texture it in Blender. After, I export the object in FBX... annnnnd... the LOD is really small. Dont know what to do. Probably something quite simple. When I export into FBX the scale objet dont seems to change something at all (tried 80, 800, 1... !) Suggestions, ideas ? Attercap
  5. Ok so I've been using this Cim I extracted from the game using mod tools a long time ago. He's 186 Tris after deleting all his animated frames. It comes with the texture. I'm not sure how the scale will import other than 3D Max because I don't use other programs but the settings I used in max are in the image below. After I had extracted it from the game the scale was totally off so I made it an asset and kept adjusting the size until he was around the same height as the other cims in game so it's pretty damn close. You can move his vertex around to move his hands a bit and stuff if you are modeling something that would be small enough for them to be holding you can scale it properly this way. You will also get a better sense of how large your doors should be. Here's the link to the .rar file I made. Comes with cim.max, cim.obj, cim.mtl, cim_d.png http://s000.tinyupload.com/index.php?file_id=69066565959458398052
  6. I was reading SimCity's reddit and I found this post in a topic there: I don't know for certain if the poster was a SimCity developer, but why would the person lie? Plus it seemed like a merited respond to the topic. I wonder if the scale of buildings and roads in SC2013 can be reduced so we can fit more cities? (here is the entire reddit thread: https://www.reddit.com/r/SimCity/comments/3bjfij/i_feel_like_simcity_2013_wasnt_giving_a_lot_of/) PSS: Looking at the Reddit thread directly the quoted poster, vertexnormal, has a Maxis logo after his/her name. So the poster is in fact a (former??) Maxis employee.
  7. Tyne & Wear (scale map)

    Version 1.1


    Not as ambitious perhaps as doing the continental United States but a lot closer to home for me This is a scale map (approximately 1:2 in SimCity world) of the Tyne and Wear area in the North East of England. There shouldn't be much tweaking required in God Mode once it's in-game although I did have to slightly alter the course of a couple of river sections as they go "iffy" when too close to the edge of a city border. I mostly used large city tiles to reduce this problem but there is still a mix of large, medium and small cities as I wanted to try and keep Sunderland and Durham as close to where they actually are as possible. Just to highlight where the major roads and cities are: ... and should you wish to download psander5's model of the Angel of the North this is roughly where it is IRL (you may want to create a little artificial hill for it to stand on): It's worrying how much tweaking this actually took to get to look "right" (ish) in-game - hey ho.
  8. Ipswich surrounds (scale map)

    Version 2.0


    An approximately to-scale map of the area around the mouths of the rivers Stour and Orwell (Harwich Harbour) including the Suffolk county town of Ipswich; created basically to see if I could (and it's an interesting bit of coastline). There are a couple of rivers that just would not play nice that need tweaking in god-mode (literally, 2 sections of river in 3 cities) but other than that it turned out OK. The region is 24 x 18 km with a mix of large, medium and small city plots. Because it is to-scale, Ipswich can be a major metropolis in SimCity land ---- version 2.0 ---- I've significantly scaled the map down (so it's quite a cute dinky region now) as it feels more in-scale with the actual SimCity buildings, fixed some problems with rivers and added a few more little details. There's a new small version of the map and a new config.bmp file. I've tried to keep the large towns in place (so Ipswich and Felixstowe are the 2 large cities on the map; Harwich is actually just off the southern edge of the map)... I think it's an improvement anyway You'll need to download Ipswich_small.jpg with the corresponding 380b config.bmp (the 1.32kb config.bmp is for the large version).

Help Keep Simtropolis Online, Open & Free!


Would you be able to help us catch up after a bit of a shortfall?

We had a small shortfall last month. Your donation today would help us catch up for this month.

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