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Showing results for tags 'sudden valley'.
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I got myself a new PC about a month ago. Initially I planned to just grab my Plugins folder off my old PCs harddrive and slam it in, but the whole "Fresh PC" feeling made me change my mind about that. The folder I had been using most recently had survived a major number of system switches and drive wipes, its earliest additions go way back to 2008. I was using my 2008 plugins folder. It's above 4GB in size at this point and contains such an unholy amount of sheer junk that it never seemed feasible to me to actually go in and sort it out. Resolving conflicts and other issues could end up taking me days. So a fresh start was needed and already being presented to me. I decided to start all over again. Pick and choose my downloads more deliberately, do more of my own lotting and keep everything nice and tidy in that folder for easy access right from the start. I'm pretty handy with PIM-X and ilive's reader at this point so that shold help tremendously. I can't believe how long I went without ever using the reader, especially considering how easy it is to get into and how much it can help out. Obviously there's some of the indisputable basics that go in the folder right away: The NAM, SC4Fix.dll, T-Wrecks' improved bldngprps, Extra Cheats. From there I wanna take it step by step. The first step being the world itself, so terrain and water mods are the next item on the agenda. Thanks to Cori being an angel, finding a good combination took all of five minutes by going through her Shoppe-threads. They're awesome. I landed on: Sudden Valley terrain, Cape Cod water and Vancouver Island beaches for a nice temperate, somewhere on the northern hemisphere sort of feel. They're all by Lowkee if I'm not a complete idiot. I also already went ahead and threw in some slope mods, the LRM (of which I'm intentionally using an outdated version, don't mention it), and some props by girafe and PGB so I could do some lotting to combat some boredom. Here's what my Plugins folder currently looks like: So liberating. We're ready to get started. I'm not much of a gambling man but the Landscape Designer, which essentially creates random grayscales has served me well over the years. I also just now see how ancient it is - that's a link to an upload in 2005 and even that was already a re-up, dang! It gives out pretty little 16x16 regions which is a size I'm comfortable with, it lets you set some parameters and then roll the dice. The ratio between Unusable, Ugly and Sweet is about 50/40/10 so it's a little frustrating at times... but the sweetness is worth it. And that is ours today. An interesting, realistic shoreline, no immediately obvious major inclines and some realistically shaped and sized lakes. This will be the Whitehaven Metropolitan Area, surrounding a large harbour city of Whitehaven with multiple counties, townships and small towns. It'll be swell, y'all. Landscape Designer regions have a tendency to be a little bumpy and use of the term "smooth" is really subjective. Also, the Designer can't generate rivers, and I like rivers. So thankfully, there's the SC4 Terraformer for us to sprinkle some fairy dust on this. There's an apparent issue right away, the map is rendered at completely wrong altitudes. Its elevation is way too high. This has been happening with LD grayscales recently, if anyone knows why this is I'd be delighted... So lowering, lowering, lowering that "terran"... After some general smoothing I wanna add some rivers. The smart thing to do this is by finding the lower spots in the original terrain and carving them out. ... yeah, that'll do. The region lies a little higher than it seemed, so a little more elaborate terraforming is becoming necessary to smoothen it all out. I'm not too big on doing that with the terraformer though, I'm really just giving myself a rough outline to perfect with ingame tools later on. The water erosion tools are really useful here though. Also had to switch image hosts right here because tinypic sucks 'em by the bag and wouldn't let me upload that specific image. So after ingame rendering it all, here's what the region looks like on day zero. This is going to be our canvas: I'm pleasantly surprised to be honest, Sudden Valley eats up a lot of the more obvious brushstrokes and the rivers look pretty okay. Yeah, it's pretty flat but that's fine by me, some interesting features might be added ingame at some point. The little river split is making me cringe right now, it looks so bland, but overall, I like this so far and it's gonna do it for today. I hope some of you will be interested in joining me not only starting a region but also a Plugins folder from scratch as I'm really looking forward to your ideas and suggestions while I move this thing along. If there's any mods, lots, anything you think is worth my trying out then please never hesitate to let me know. Let's make this fresh SimCity a community effort! Feel free to express anything you wish to and swing by next time when we'll sketch up a quick map, finish up on the terraforming and probably start laying down some of the regions backbone infrastructure already. See y'all!
- 2 Comments
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- 4
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- region
- landscape designer
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Version 1.0
689 Downloads
AKNOWLEGDEMENTS: This mod would have fundamentally impossible to do without the work of Rivit, MGB, Gobias and KOSC. I'm basically blending their creations or mimicking them, and using their software to create usable plugins. DESCRIPTION: King of SimCity recently published a repository of its SuperSHK and SuperSHK+ textures and taking the opportunity to expand the coverage of my sidewalk mod, I've downloaded it and created this custom textures, that REPLACE KOSC's ones. Why replace? Because it allows you to use them directly on any lot that already uses SuperSHK parkings, and because I'm lazy enough to not even try to get my own IID range. As a design choice, these textures don't include the coloured tiles on the paving (because keeping them produced some strange cropped and jagged patterns), but only the base tiles, subtlely wealthified like in the sidewalk mod. This is the Sudden Valley version of the retexture, but it uses an open source texture that merely matches the colour and grain of Gobias' mod, so there is no actual redistributing of his work. In the near future and according to the users' demand, I'll release more versions for SD and HD grass textures; same thing if I manage to publish the basalt tiles' sidewalk. COMPATIBILITY: This mod REPLACES the original SuperSHK and SuperSHK+ (FAR) textures, so get sure it will load AFTER THE ORIGINAL KOSC FILES; alternatively, you can overwrite them to use less disk space, but that's not necessary. As they are a replacement pack, the textures will be automatically changed on all lots that use the original textures. FILE FORMAT: The files are updated on 7z format, because it does wonders with repetitive bitmap files. You'll be downloading the full pack on just 3.4 Mb, while the full repository is 180 Mb. To open these files, you'll need 7Zip, which is a free, open source, cross-platform, lightweight and programmable file compressor (unexplainably not the standard for everything); download it here. If, for any reasons, you cannot open the file or can't download 7zip, send me a PM or left a comment here and I'll upload a more compatible zip version in no time DEPENDENCIES: <-- copied from the original SuperSHK readme "None. This set will serve as a future dependency for my [KOSC] lots. While it is technically a standalone texture pack, SHK Parking Pack is very, very highly recommended to take full advantage." As is obvious, this mod will work but look awkward without using both Gobias' Sudden Valley terrain mod and my Veredas Santiaguinas sidewalk mod. You can also achieve a more seamless look complementing with MGB's TGN for Sudden Valley. Even more obvious, as this is a replacement pack for a dependency, you'll see nothing of it working unless you have grown or plopped lots that use the textures: look for lots that require the SuperSHK textures or use KOSC Superparking modular lots to create your own parking lots in game. LICENSE: This mod has a Creative Commons Attribution - Non Commercial 4.0 International license, what means you can use all its content directly or creating something derivatively, as long as you give explicit attribution to all previous authors, and as long as you don't charge for accessing or using this content or a derivative you create of it. To create the textures, I used a grass texture on the public domain and Paint.NET to mimic the colour of Gobias' Sudden Valley; and obviously, KOSC's SuperSHK repository. This last one is subject to its own license (check the linked post above) and previous authors, particularly Shokthrpy. SUPPORT and HELP: I made a development and support thread on Simtropolis, you can visit it on the following link:- 1 Comment
- 1 Review
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- 11
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- supershk
- superparking
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Hi guys ( and girls ). I am using Sudden Valley terrain mod, without any height modifications. Suddenly, out of nowhere it started to show snow ( white terrain ) on very low heights. When I save and get back to region, there is no snow. I tried getting out of game and restarting computer but same thing happens again. Any idea? I just saw it is an Easter egg from the developers
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So the Sudden Valley texture mod keep crashing my game, I tried removing all plugins and just having only the mod installed and it still crashed. What should I do?
- 1 Reply
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- sudden valley
- textures
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A slight mishap, also not sure where to put this
bien1500 posted a topic in SC4 Modding - Open Discussion
I've installed the BSC Parks set over Sudden Valley and I've come across this interesting thing: I assume SV changes the grass texture, creating an effect as elaborated in the pictures above. The grass texture used in the paths is no longer the same as the empty space texture, which ruins the effect of a uniform parkway. This leads me to two questions: Is there a fix for this available? If not, how do I fix it?- 1 Reply
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- bug
- sudden valley
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Version 2.45
8,816 Downloads
This mod replaces the grass textures on transport networks with grass that blends in with your terrain mod. Gobias' Sudden Valley (SV/SVu) Versions Click these links to download either the Appalachian, Berner Oberland or Pyrenean versions of TGN. When you click download on this page, you will be required to select ONE of TWO files: The default multi-wealth "MGB TGN #.## - SV Setup" or unified wealth "MGB TGN #.## - SV Unified Wealth Setup" variant. Multi-wealth has three grass types, one for each wealth used in-game, $, $$ and $$$. Whereas the unified versions use the same $$ wealth grass texture for all three wealths. Perfect for creating a hassle-free, totally unified set of transport textures. Avoiding the problem of matching up different wealth grasses forever :). Installation This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive. Please refer to the installed documentation for further details, note these files are installed here: My Documents\SimCity 4\LEX_Downloads\MGB Mods This is to avoid cluttering up your Plugins folders with non-SC4 files. De-Coupling Rail Crossing and Street Textures When installing TGN, you can de-select both the Rail Crossing Textures and Maxis Street Textures. These options exist, so users with other mods for those features, will no have issues when installing TGN, even if TGN loads after them. The Rail Crossing Textures should be de-selected if you are using the RRW Reskin mod. The Maxis Street Textures should be de-selected if you do not use the default Maxis Streets. For example, if you use Tarkus’ Asphalt Streets or Rivit’s Urban TSR Streets. Note: No TGN support is included for such optional custom textures, you need to get TGN compatible versions from elsewhere, or those networks will remain with the default grasses. This feature simply allows you to prevent TGN from conflicting with them, by simply not installing any Street textures. See here for details of how to create your own TGN compatible versions of many texture mods. Compatibility / Dependencies This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. Additionally you can select from three rail types, RRW (Real Railway - NAM Default) or legacy Maxis/PEG styles. Coverage for all NAM road networks excluding RHW. There are technically no dependencies for this mod, the base changes are suitable for use with the vanilla game. However I highly recommend using it in conjunction with the Terrain Mod it was made for and the latest version of the Network Addon Mod. Highly Recommended: Network Addon Mod Gobias Sudden Valley HD Terrain Mod Note: You should install the "Base Texture Replacer" from this package. My MGB Diagonal Filler Set Paeng's Parks 205 Help make this mod better Found a missing or unsupported texture? Having problems or Got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)? I would like to say a big thank you to the following people Rivit, for the huge support and tools that made this mod possible in the first place. Memo, for the original tools. Without which, I would never have embarked upon such a project in the first place. Flann, for greatly helping me cope with the current deluge of textures by passing me updates directly. Notes: This mod is pretty comprehensive, with much more detailed textures. Be aware at over 100MB you may find your game loading slower with these installed. In-game performance should not be affected though. Since every included texture is an override of an existing NAM one, DATPacking TGN and the NAM (Network Addon Mod) folder together will make your game startup faster. Be sure the structure you DATPack will ensure TGN loads last if you attempt this. Whilst the mod is designed to compliment HD Terrain Mods, none of the included textures are themselves so-called HD. All are standard 128x128 textures and will run with software rendering. Bear in mind though that Hardware rending is required to use a HD Terrain mod in the first place.- 23 Comments
- 17 Reviews
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Hello. I have a problem with my terrain mod. Because every time go to god mode and plant trees, there is coming a lot of other things as trees ( see the picture below) this happens when i get to a to high altitude, or a slope. I am using the sudden valley terrain.

