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Showing results for tags 'slopes'.
Found 7 results
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When trying to do some landscaping I noticed not all of my corners are the same. This causes ugly bits with when placing slope walls on them. I want all of my 15+ meter slopes with the brown cliff shapes. What causes this and is there a mod that can fix this? I found this mod but either I don't understand what it does or I'm just doing something wrong.
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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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Entry 46 -- Working the Hills of Cindersville
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Replies: Garbanzo: Thanks! I still need to add in streams, paths, pasture fields and some villages! Jackspital: The terrain and forests are now done. The next bit is adding streams, paths, additional mini rocks and small flora in the forests, villages and some pasture fields. Evanjs: This is the ARDEN Tree Controller, one created by Vortext. It can be found on the BSC LEX. Simmer2: Actual campsites will be created to! Thanks for your comment! {---} Entry 46: Working the Hills in Cindersville You are in for a treat with this entry: sloping suburbs, diagonals galore, inner-city sights, townhouses, mountains, deciduous forests... It's been at least two months since I worked on Cindersville and in the back of my mind I knew something was wrong: I was using too much of C.P.'s Early 19th Century and Victorian housing. They're great lots and buildings but I needed more substantial-looking houses and ones which had a late 19th / early 20th century look to them. Thankfully Mattb325 had exactly what I was looking for. I have been going around parts of Cindersville (around the outskirts of the city centre and along some of the major roads leading into the centre) rebuilding various suburbs to reflect these beefier-looking houses (see the teaser picture above). Furthermore, I talk about how I managed to achieve God Mode tree, road tree and residential tree harmony. With that- enjoy! {---} 1. This is the western fringes of East Cindersville. 2. Dragging streets up the slopes has been fun because it requires a whole bunch of trees, retaining walls and smooth slopes to create realistic-looking sloping areas and mini-hill passes. 3. That fractionally-angled building is Mattb325's Urban High School- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3770. Though I should warn you for this is a <hard> building to use and requires a large amount of fillers to bring this incredible building to life. 4. More mini hill passes. 5. The grassy area stumped me because I wasn't sure whether it should be a grazing area, fully-forested or become a public park. Though I did find a solution later! 6. This week I will be finishing off the suburbs which circle around the hill at the bottom left. 7. The mountain looked good but I was not happy with the tree controller- I was using the wrong type of ARDEN Tree Controller (it comes in five different varieties all compatible with each other, but only one can be used at a time). 8. Once the western, south-eastern and eastern areas of Cindersville are complete, that's it. The core city is complete. Then I will work on the south-west corner (bottom right) and the north. 9. Nearly every house/flat/apartment/terrace you see in this picture are Mattb325's buildings. 10. Mattb325 has recently released and remastered some of his old housing BATs on the BSC LEX; right now these are perfect for what I need right now. 11. The reason these houses are great is because they work better with the zone density transitions. They are also deliberately placed just beyond the city centre to reflect traditional patterns of city growth: these houses are those created in the Industrial Age (and very early 20th century). These houses are on the highest level of low density and hence form the perfect transition towards medium density: terraced rows, townhouses and apartments. 12. They thus complete the pattern of city growth. In this picture we see the late 20th and 21st century houses: the townhouses and five floor apartments. This reflects urban renewal in the city centre and suggests old terraces have been knocked down, or perhaps old factories and mini warehouses, or perhaps an old commercial hub which fell into abandonment, decay and decline. At last the great variety of modern city architecture is complete in its own disjointed, fragmented and cyclic process. 13. Having found the means to properly finishing off the core city, I then tackled another problem which was my dissatisfaction with the ARDEN Tree Controller I was using. The picture above reflects the new ARDEN TC I'm using (Coast Extended). 14. Coast Extended means the elevations levels for the deciduous-coniferous-alpine decrease and allow for greater variety with correspondingly smaller changes of elevation. This is how I managed to create this massive deciduous forest which perfectly completes the layout of the south-west corner of the city tile. But I didn't just stop there... 15. The Sudden Valley terrain mod comes alive with slopes and high terrain. At higher altitudes there is a greater amount of drier terrain and grassland which looks almost brown. Thus in terrain areas which were light green, browning, dirt or rocky grass, I did not place any trees and carefully demolished any trees which accidentally spawned on those particular terrain textures. 16. This thus creates a consistent theme and enables portions of grassland to emerge from the forest. 17. The ARDEN Tree Controller is very... eager. Sometimes trees will spawn on rocky textures and ANY non-rocky textures. Thus I had to carefully demolish any flora which rested on rocky/grassy/dry texture areas, and the result? 18. This. 19. This is also a very useful feature of the ARDEN Tree Controllers: there are five of them and you can potentially, one at a time, use all of them in one city tile without any CTDs. 20. And there's an even bigger plus with the arrangement I've devised: the deciduous trees the ARDEN TC spawns are all Cycledogg's trees which C.P., Mattb325 and Simcoug ubiquitously use with their buildings! Thus there is flora harmony because I use those three creators' houses for nearly all of my suburban areas. 21. Before today I have <never> achieved this level of tree/flora continuity/harmony before! 22. With flora harmony now achieved I don't have to go crazy MMPing the God Mode forests for now I let the terrain show the "details". All I have to do now is add some paths, a few rocks and any other small, miscellaneous feature. 23. I will be reforesting the south-east and northern parts of Cindersville- I can't wait to see what happens! As you can see the bottom-right forest (south-west) fits in really great now. 24. The customary eye-popping, visually-packed, it's-so-dense, mouth-drooling end picture. {---} Later on this week the next entries will be wrapping up the last few suburbs I haven't shown from Pololomia; finally there's the city centre to show and one rather special village (the final entry from Pololomia) to wrap up that city.- 12 Comments
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I'm attempting to build a city in which car usage is minimized. To that end, I've added a small industrial area in which contains no roads of any kind, only railroads and pedestrian malls. It has grown nicely, and people are getting to work by taking the tram to their nearest train station and hopping on the train to the industrial area. On the surface, it looks like everything is running nicely: But let's take a look at where all the freight is going: It looks like all of the factories are sending their goods along the train to the connection with the neighbouring city instead of sending it to the port. I'll note that the neighbouring connection is quite a ways off screen and that even the furthest factory from the seaport is still significantly closer to the port than it is to the next city. As a result, every one of my factories that sends freight has "long" freight times. As you can see, the seaport has a railway connection, and it is connected to the rail system. It also has a "road" connection via pedway to the train station, so it has workers too. Can anyone explain to me why nobody ships their freight through this port? It is a CDK3 Container Seaport which accepts rail connections, but its used capacity is 0. The second issue is that this industrial area is fairly hilly. It's actually relatively flat compared to the surrounding areas, and I spent quite a bit of time smoothing the bumps and making the grade from the coast up to the hill that acts as a buffer between this area and my R/C neighbourhoods as gentle as possible: However, if you zoom in on some of these diagonal train stations, you can see they look absolutely terrible when put on a slope. Not only that, but many of the pedestrian malls are half-buried under grass, giving the whole area a weird, janky look: I tried using a slope mod to ensure my rails were built using realistic grades, but even with the least restrictive mod I could find, the area was still too hilly for me to lay down these tracks. Are there pedestrian tiles and diagonal railway stations that play more nicely with slopes, or do have to bite the bullet and flatten everything, leaving weird-looking, extra steep slopes at the edges of the area? And if I do that, what do I do with the train tracks at those steep edges? My last question doesn't really require any screenshots. Put simply, industry generates garbage. With no roads, the only way for me to remove this garbage is via rail. Do any mods exist that allow this?
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Building Concepts for Hillside Development (Show me your Height Transitions)
Plastic Manc posted a topic in SC4 Showcase
Hi everyone, I'm trying my hand at restarting a region I have built on before, that is a mini version of Japan. Therefore it is quite undulating and contains a range of different hills and mountains. Along with the method of reclaiming land at lower levels to build neat shorelines, I'd like to make use of the lower undulating hills, building a range of residential densities on the hillsides. My tunneling skills have come on a fair bit but I lack the skills to make neat transitions from different heights. I approach cutting into the hillside in 15m increments to almost create a paddy field effect and these can look quite nice. However the height transitions ruin it all. Therefore, I'm asking for you to show me your height transitions so I can develop my ideas and concepts for hillsides, along with some ideas for creating residential areas in steep areas. Many Thanks, Plastic -
Am looking for a tutorial on how to open and adjust parameters within a slope mod?
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Hello, So I am new to both mods and the RHW, but I've grown frustated lately. I am trying to create an offramp that curves around and joins another highway. As seen below, the terrain gets all crazy. I used the Bullet Train Mod to gradually slope the highway down to level, but when I create the offramp, it distorts the terrain. What am I doing wrong and what can I try to do to complete the exchange to the other highway? Thank you, bbkdude

