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Showing results for tags 'slope'.
Found 40 results
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Embankment roads - are they possible at all?
TheMurderousCricket posted a topic in SimCity 4 General Discussion
Hi Guys, If you could help out, that would be great... Is there any way at all to create stable embankment roads like the one in the picture below? It seems possible to force something like this by making adjustments to the city through SC4T - sinking portions of terrain next to a road and then reopening a city. However, even small changes in and around the area or dragging the road in a different direction, instantly sends the entire terraforming efforts to hell... I also tried to limit the terrain-spoiling properties of the roads by putting down items which are known to generate retaining walls. This did not work and the roads ultimately defeat any levelling method I can think of... What I'm trying to achieve, I guess, is a 90° vertical drop, between two game tiles. I would like to know if this is even doable in SimCity at all... If there are any tools that could make this work, I am all ears. If embankments like the one above are not really possible, then I'd also like a definitive answer. Thank you in advance. -
Version 1.0.0
284 Downloads
A version of my last year's download Gare du Bas-Meudon intended for use with Buddybud's slope walls (orthogonal lots as well as diagonal and corner lots). Although a station named Bellevue actually exists in Meudon, the creator of this BAT did not know about this when naming it. As a result, it has little in common with the original. Rather, it is a fictitious station that takes up architectural elements of the Bas-Meudon station. In contrast to the latter, the reception building is located exactly in the middle above the platforms. This and the fact that there is no separate staircase result in a smaller footprint. The rooftop railroad guard house has been replaced by a generally accessible viewing platform. The BAT extends beyond the lot boundaries, there are no transit-enabled tiles. This allowed a versatile modding that includes a variety of public transport modes: Passenger Train, Hybrid Railway (HRW), Subway, Ground Light Rail (GLR) and Bus. Following the specific design of the station just requires a road at the top and (railway or GLR/tram) tracks at the bottom level, both running orthogonal. Dependencies: SFBT Essentials, BSC Common Dependencies Pack Please see the enclosed ReadMe file for further details! -
Version 1.2.0
1,200 Downloads
This plugin offers Lots of “Walls on Slopes” in 6 sets of textures: Sandstone , Granite , Brick , Concrete , Rubble and Retaining (see attached illustrations). Each set has around 35 pieces, it depends... of my mood. The textures adapt to the different shapes that the Terrain tiles can take. Lots are of several types: Straight – 1 to 3 variations, Intermediate straight (without wall, parapet or fence), Stairs - (pedestrian Transit Enable) simple and double tile ramp from MAS71, Diagonal Top - 1 to 4 variations of the ground, Diagonal Bottom - 1 to 4 var' + L|R ends of wall pieces, Inner corner, Outer corner (rare that one... isn’t it!) - with L|R ends of wall, Filler - to «close» a space or extend the parapet on the flat (or not) tiles, Transition - joining two (textures) walls, Underbridge - from the left/right for 3 terrain heights: 8, 15 and 22 m. I would like to mention here the contribution of @rsc204 which offered the small, but no less essential, Prop which made it possible to manufacture the «underbridges» quickly and easily. For your pleasure .. and mine! Speaking of Bridge, the Sandstone, Concrete and Retaining sets are «floodable», meaning that several pieces of this set can be placed on submerged Terrain tiles (Maxis water). Speaking of water, diagonal pieces (for all sets) come with either a grassy/sidewalk half or «empty»! That is to say that part of it is transparent and allows the Terrain to be seen. This implies, in a standard game situation, the appearance of the «water bug» after using the Pipes tool... Unless of course you use the solution proposed here: .. Transparent Texture (Water Bug) Fix DLL .. or .. Simtropolis <coris-partial-water-bug-fix> Topic .. You have been warned ! Installation Unzip the file to your Plugins\ directory. The 6 Sets will be in Scoty\scoty Walls Sets\ If you do not wish to keep all 6 sets, take care to always keep: MGB_UBprop_ScotyWalls.dat Use Scoty Walls sets appear in the Park\Embankment\ submenu. (without Submenu-DLL: in the "Energy - Electricity Grid" menu). The Sets and their Lots in (almost) the order in which I present them above. Each Lot has an orange arrow indicating the top of it. For so-called “Filler” Lots, this arrow indicates the interior of the zone they define (as opposed to the parapet, barrier, etc.). Like many textures of this type, the deformation beyond 12-15 m of elevation is quite strong, but the "Concrete" and "retaining" walls should support more stretching. Yes, yes, I'm a big lazy guy and a bit teasing, and you will have to rack your brains to make certain connections between textures. The ZIP contains an illustrated guide, which also shows the transition textures. Dependencies Japanese Walls Set (only JPN_Walls_Props_One-Design_mas71.dat or JPN_Walls_Props_All-Design_mas71.dat) Nams Props Pack Vol 2 BSC VIP Girafe Flora Pack .. (Daisy, Rowan, Feathers, Beeches, Bushes, Sparaxis) BSC Common Dependencies Pack .. (Grfe hedge, BSC MEGA Props - CP Vol01) SHK Parking Pack NekoPropSet03 >>> Temporary Link (02/2026) WMP Mega Props vol. 01 - Misc General Props SPOT v. 1.2 .. Submenus DLL ... and optionally Scoty Submenus & Icons Collection Many thanks to the authors of the dependencies above. -
Version 1.0.0
493 Downloads
(First published on 25 December 2021 at SC4D LEX and SimCityKurier) In 2007 the Japanese BATter Mas71 created a simple asymmetrical stair, which, though being really nice, unfortunately lacks a mirrored counterpart. This download contains a stair model, that loosely follows the design of that from Mas71, but now also features an additional mirrored version. Their classic but plain design ensures a versatile usability. Furthermore, a small set of matching all-terrain embankment walls is included. The two different levels flanking the stairs directely, however, should be completely even and have a height difference of exactly 15 metres. For the appropriate terraforming, Smoncrie's Hole Digger Lots are recommended. When placing the embankment walls, make sure that the arrow of the respective lot points in the direction of the higher level. Apart from that, the orientation of the lots is based on that shown on the icons. In order to enclose outer corners, two lots have to be placed: on the left a 2x1 lot, which includes the actual corner wall, and on the right, immediately afterwards, a straight 1x1 lot with a barrier grid slightly extending into the corner area. Dependencies: SFBT Essentials, BSC Common Dependencies Pack Please see the enclosed ReadMe file for further details! -
Version 1.1.0
538 Downloads
This download contains a model of the Bas-Meudon station, which was part of the former Moulineaux railway line (ligne des Moulineaux). The line ran largely along the Seine valley in the western Paris metropolitan area. It was built in anticipation of the 1889 Paris Universal Exhibition and the resulting transportation needs. The opening took place on 1 May of that year, just five days before the event began. In 1928, the Moulineaux line was converted from steam to conductor rail operation. After the Second World War, as traffic increasingly shifted from rail to road, passenger numbers steadily declined. The decline accelerated when the line was excluded from further modernisation, in particular the installation of catenaries and integration into the Paris suburban railway network (RER, Transilien). In the last years of operation, only two-car trains ran at quarter or half-hourly intervals. From 1993 to 1997 the line was closed due to conversion from railway to tram operation. Since then it has been part of the Île-de-France tramway network (line T2). The former station building, no longer needed, was turned into a restaurant in 2015. On 14 November 2023, the tram stop, now called Meudon-sur-Seine, made the headlines in the local media when the lower section of the valley-side double stair collapsed. This was preceded by foundation underwashing as a result of heavy rainfall. The stop was reopened on 23 December 2023, after even an interim partial closure of the T2 line had been necessary. The station building stands out due its slope location as well as its architecture. The latter is often associated with the style of the ligne de Petite Ceinture, the small(er) belt railway of Paris, or that of the ligne d'Auteuil. Both are characterised by the location of the station building directly above the tracks. The specific style of Bas-Meudon station, with its brick façade and discreet neoclassical stone decoration, can also be found at other stations on the Moulineaux line. The SimCity versions of the station differ in terms of the position of the platforms (to the left or right of the station building) as well as the depth of the tracks served (7.5 or 15 metres). A total of four lots can be selected in the railway menu. The BATs extend beyond the lot boundaries, there are no transit-enabled tiles.This allowed a versatile modding that includes a variety of public transport modes: Passenger Train, Hybrid Railway (HRW), Subway, Ground Light Rail (GLR) and Bus. Following the specific design of the station just requires a road at the top and (railway or GLR/tram) tracks at the bottom level, both running orthogonal. The double staircase mentioned above is merely eye-candy. It is of course unaffected by the events of 14 November 2023, if only because the BATs reflect the state prior to 1993. Important note: Before using version 1.1.0, it is highly recommended to bulldoze any lots of the outdated version 1.0.0 and to delete the corresponding files! Dependencies: SFBT Essentials, BSC Common Dependencies Pack Please see the enclosed ReadMe file for further details! -
Version 1.0.0
1,729 Downloads
This very simple mod fixes a bug with the calculation of desirability for industrial zones that can cause it to be lower than intended. Industrial zones should prefer flat terrain, according to at least one advisor dialog in the game. In fact, the opposite is true: the desirability effect is 0 for flat land and increases to +10 at a slope value of 50. Assuming that's expressed in degrees, you would have to zone on very steep slopes to get the maximum desirability boost! There are more details about how I verified this bug in game in the following forum thread: I'm not the first to spot this discrepancy, since it is also fixed in CAM, but as far as I'm aware this is the first non-CAM fix for it. I apologise to the authors of any previous fixes if this is not the case. This mod changes the developer exemplars so that the highest positive effect on desirability (+10) occurs on totally flat terrain, reducing to zero at a slope of 10, and becoming negative until it reaches -10 at a slope of 20. This is more restrictive than in the vanilla game, but in fact it shouldn't have a dramatic impact because slope is given less weight than other desirability factors, especially for high tech. In general, it should make desirability slightly higher in most cities, especially on flat land where it's more likely to matter. As mentioned above, this bug is already fixed by CAM, so don't download this mod if you use CAM - it will cause conflicts and isn't needed. It also could conflict with the Less Abandonment Mod by @Bones1 : To prevent this conflict I have included two versions of the fix for I-HT - one based on the vanilla game, the other an edit of the I-HT file from Less Abandonment that adds the slope effect fix. Please read the installation instructions in the Readme to make sure you install it correctly. I'm not aware of any other conflicts, but if you do use another mod that changes the developer exemplars the simplest solution would probably be to edit the Slope Effect properties in that mod rather than downloading this one.- 1 Comment
- 9 Reviews
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- 18
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- industrial
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I think I have spotted a bug, or at least an interesting discrepancy, in the way that industrial desirability is calculated. I find it hard to believe I'm the first to notice this, but couldn't find any mention of it when I tried a forum search, so apologies if it's old news. One of the desirability factors for all types of industry is slope. At least one advisor dialog suggests that industries prefer flat terrain, and this is what the Prima Strategy Guide says about it too. At this point you might be able to guess what the bug/discrepancy is... It's actually the other way around! Industries prefer building on slopes - the steeper the better. I happened to notice it yesterday when I was taking a look at the desirability factors in the developer exemplars. Each industrial developer exemplar has the Slope Effect property, described as "How much slope is a factor in desirability". In every case it is set to 0,0,50,10 - suggesting that the steeper the slope, the greater the desirability boost. At first I thought it must actually be using a "flatness" variable rather than slope, but it turns out that desirability really does increase with slope. Here are two industrial buildings in different parts of the Big City Tutorial tile, which I had been using to test a few things: An I-M building on relatively flat terrain... ...and an I-HT building on more sloped terrain From the query.txt files for these I got the following information: I-M on flat terrain ... | Slope: 1.2 ... | Desirability equation for I manufacturing | desirability = base value: 47 | + land value effect, f(value: 1): 0 | + slope effect, f(value: 1.6): 0 ... I-HT on sloped terrain ... | Slope: 9.1 ... | Desirability equation for I high tech | desirability = base value: -94 | + land value effect, f(value: 204): 6 | + slope effect, f(value: 16.9): 3 ... I'm not sure why there are two different numbers for slope, but it's clear that the more sloped terrain the I-HT is built on is having a small positive effect on desirability, while the flat terrain where the I-M is has zero effect. I tried a few different options for fixing this. Here's I-HT desirability in the same tile with the original slope effect of 0,0,50,10: Here I've reversed the relationship to 0,10,50,0: And here I've tried restricting the range of slopes that give a positive effect, and adding a negative effect to steeper slopes (0,10,10,0,20,-10): The overall effect on desirability is fairly small because slope has much less weight than other factors such as crime and pollution. Reversing the relationship to 0,10,50,0 increases desirability slightly over the whole tile, except on the steep undeveloped terrain the other side of the river (note the green square on the steepest ground in the first image that disappears in the second). Giving steeper slopes a negative effect reduces desirability in the more hilly terrain to the west and across the river. So although it's not really a big deal, it probably does reduce I-HT desirability a bit in cities on relatively flat tiles, in a way that I can't believe was intended.
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I am new to sc4. How can I fix bumpy slopes for roads and rail? Are there any perfect mods out there? I do remember seeing a video on YouTube of a particular rail that would be dragged alongside a bumpy road to fix the slope. Does anyone know where I can find that particular rail? (Maybe a mod might need to be installed to change a railroad/monorail in the game). I would appreciate your help. Thank you.
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How can I get the train to slope upward to keep the rest of the tiles level? It keeps wanting to sink track elevation down to where the seaports are.
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Version 1.0.0
825 Downloads
A recently renovated and vertically extended 4 star hotel close to Sergels Torg. Includes: - authentic gently sloped version which requires the ground to be prepared as in the picture above, that method still works ok with one way roads, but the recent road slope parameter change in NAM has made this unworkable with regular roads, accessible through the 'buildingplop' menu - flattened ploppable and growable version all have around 440 CS$$ jobs and sit on a 5x2 Lot, the growable appears on med and hi zones under Houston tileset. This concludes my recreation of Quarter Skansen. Required: -
Why do my train tracks want to keep going up when I reach the top of a hill? They start auto filling under the track to keep it going up then I can’t connect them to the track already at the top. Is there something I do to level out the track again? I had to remake this hill because I made some changes at the top that deleted some of the track. I was able to build it before I installed NAM but now the tracks keep going up and don’t level out. I use a Mac.
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Hi, After a few years of being away from SC4, I got the RRW installed with the latest NAM and I'm getting a lot of trouble with "Unsuitable grade for construction" errors. I attached an image to show what problems I'm having, it's not allowing me to connect to the railroad. Am I missing something? Not really sure what the issue is. Sorry if this has been asked 100 times before.
- 5 Replies
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- real railway
- rrw
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Version 1.0.0
384 Downloads
I changed the values to be more conventional, no changes in models or lots. They dont grow that well, especially the R$$ 2x2 lots and i tried it with occupancy at 14 and 32 - no difference, they dont grow at all unless you deliberately CTRL zone 2x2 lots and even then its a gamble, maybe its a question of growth stage or something, i only tested these in one small city in an empty Fairview region. I suggest maxing out tax for R$ to prevent splitting if you really want to see these appear , thats how i managed. The R$ and R$$$ seem to be doing better in spontaneous zoning. Stats: 1x2 R$ 10 3x2 R$$ 30 2x2 R$$ 22 2x3 R$$$ 14 and 18( the plaster and white one ) Euro tileset only -
Version 1.0.1
542 Downloads
8 buildings( except Kallbacksvagen ) from the affluent suburban isle of Lidingö. Most these bats are old but revisited, only some have minor issues with nightlights and textures. I picked them out assuming they were built before 1920, so they only appear when Chicago tileset is checked. All have slope friendly versions and i doubt they are very compatible with maxis and others content due to them all having a population of 6 as i prefer having realistic occupancy. recommended: stats: all have a population of 6 , low density only, Chicago tileset R$ 1x2 I made them $ because they represent the smallest typical size for these kinds of houses and to fill the gaps left by wealthier lots. yellow-Lokevagen red-Capellavagen white-Kallbacksvagen Plaster-Mjolnarstiggen R$$ 3x2 same models as above, only double the occupancy and more garden space, the most accurate plot size ( ~ 20 meters ). R$$ 2x2 larger, but still single homes, so 6 inhabitants red-Fagusvagen plaster-Oskarsvagen yellow-Ugglebostiggen white-Roburvagen R$$$ 2x3 same models as above but more garden space -
Hi. I would like to know how to get the BRF Slope Mod to work. I have it in my plugins folder but it doesn't seem to be working.
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Hi there, is there the Original Version of Big Fish´s T and S Mode out there? I lost it after an HD crash Any Help would be great. Thanks in ...
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So I wanted to create some roads myself and all went well until I arrived at modifying slopes. I have spent a lot of research on this and found out when using ModTools or other network dump mods, the vertex paint gets lost. Which gives you a result where if you import the mesh again it will have tiled the texture. (Also explained here) I found this post from Boformer explaining that you can clone the default mesh with ModTools which fixes the vertex paint while keeping your modified textures. This sadly does not work for me as I have modified models. So my next question was: "How do I use vertex paint to fix the issue myself?" That's where I got stuck, I've spend multiple hours but couldn't find an explanation for it anywhere on how to use it in C:S. (My bad if I missed an article/post/video that does explain it). So if somebody would be willing to explain to me how I can use vertex paint in C:S so I can use slopes as well that would be amazing! Thanks in advance. Here's a screenshot of the road I am currently working as example, total width is 16m but road width is 12m. (Ignore decals and other issues, those are or will be fixed)
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Before placing the avenue over the highway I made sure that the land was flat all around. Yet when I place the bridge it makes the land slope at the edges of the highway, as can be seen in the picture. It isnt a straight bridge but it slopes towards the highway and then places the bridge. Is there anyway to sink a highway and have a nice straight bridge over the top? I am using a slope mod. In this video I can see that this guy has sunken networks with small straight bridges... (even at the very bottom of the thumbnail you can see a straight bridge).
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hello looking for a way to build bridge on a slope where the the bridge is higher at one end then the others is there a way to do this anybody seen a lot that looks like this or can BAT it?
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Diagonal Slopes, Slope Mods and Terrain Mods strange behaviour
Tyberius06 posted a topic in SimCity 4 General Discussion
Hi everyone! I need some help. I'm making a bunch embankment filler lot modifications (relots, overwrite lots etc...) for Jrj New Concrete Diagonal walls and Mas71 Wall set 2. I give them multiple base texture options such as pavement (depends on your sidewalk mod), concrete (to match with the IRM and the SAM 11), dirt (to match with the dirt textures next to the RRW tracks), and made overwrite option for the terrain grass texture which adapting the used terrain textures. I'm using the NHP ENN slope mod (315 version) and since I'm using Sudden Valley which is not covered by default with the diagonal jagged edge mod (DJEM), I followed some instructions which I found on the download page and modified the terrain mod property examplar to get the same effect. But the slopes are only appearing properly on the north-west/south-east axis, and they appeared to be zig-zag/messy on the north-east/south-west axis. See the comparing pictures below... I don't know if it's a game limiation or something with my set-up is not quite right, because later I removed the SV terrain mod and used the default maxis terrain with the default maxis DJEM and I got the same results. Is there any solution to get the same proper result on all rotation/orientation? Any help would be appreciated, thanks in advance! - Tyberius- 12 Replies
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Hi Guys Who is using Caribou Long Slopes? cant figure it out how it works, my trains/el-rails are dissapearing when they are reaching the tunnel and they dissapear when they go up can somebody explain? Thnx
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I'm trying to build water/subline lines throughout my City but keep running into a terrain error when I lay my network (due to steepness I assume). Is there a mod that would allow me to place subway, water pipe or other underground networks over a steep (and unrealistic) terrain? I'm currently using Ennedi's slope mod so I'm not sure if this would cause any conflict? Thanks in advance.
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On slope transition Elevated Dragable Rail to Rail ! Elevated plopable rail pieces are nice with a pair of on slope transition pieces; elevated dragable rail however doesn´t yet have one. Caribou Long slope to ground and underground are nice but a straight like level embankment sollution like the above mentioned transition would be nice ! Sincerely yours, kschmidt
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I've looked far and wide on here and sc4d and couldn't find any answers. I tried playing around with the Subway Placement Tuning Parameters to hopefully make the subway essentially ignore slope. So far I've failed. I have a few cities that have incredibly steep canyons right through the middle of them, and I would like to force the subway to cross it regardless. I don't care at all as far as realism goes for this. Just curious on what I should change to make that happen.
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From the album How to Do It (S3-22-E)
Before voting, please remember to: [View the Tutorial] …exactly the way you want it, without the help of a slope mod. Yes, it‘s right. We’ll attempting the almost impossible: Creating a slope that looks good, exactly the way we want it, without resorting to a slope mod. The goal of this tutorial shall be: We will be (for demonstrational purposes) making an overpass with the height of 7.5m over a railway line, where the terrain rises exactly by 1.5m per city tile. (This requires making a slope that takes up 5 city tiles.)

