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City-building game(s)

Found 108 results

  1. Here I have got two pictures. One of me, after I download my own lot and the other picture is from somehow else who downloaded the lot. As you can see, it has no front square and it looks like something is missing. With I live reader I have looked which dependencies I needed and those I wrote down. Is it possible that I live reader can 'miss' a dependency? Can this be another problem. For myself I have no idea others than it is a missing dependencie. Someone with more knowledge about this than I have, yes, I would love to hear you. Thanks.
  2. I have been made aware of a discrepancy between those two packs. The new one (Mega Textures Pack 2.) is supposed to inclure all the textures of the # & #2 but it doesn't. Im afraid some textures were dropped when the Mega Pack was built. Being an old timer, I do have the old pack, which has long since been deleted ; I never throw anything out., because -- being an old timer, as I said -- I've noticed that some older lots sometimes have problems with new dependency packs ; I happen to use this one in my lots or relots. For instance, recently, in the TL-Anubis OldTown Station set ; that is when one downloader contacted me because of various missing textures. During the testing, I sent him my own LBT Textures Pack 2. It solved the texture problem. Q.E.D. Can anything be done about this ?
  3. I am dutifully checking a lot I intend to upload (another, quite simple, plaza derived from Kimcar's Orange Plaza on TSC). Empty plugins folder, only-the-deps. The lot works perfectly. But about the deps I should list in the readme, some discrepancies between the LD in Reader, DataNode and SC4Tools have me furiously scratching my head. (1) I am using D66 MegaProps vol1 (the formal hedges around the squares). It shows up nowhere as a dep in the above tools. (2) All three point to AlexanderColumnLamp (...).Sc4Desc as a dep. Apparently, the lot works without it -- and the lamp shows up in-game and in the L.E. ! [ah wait, maybe the Column is a landmark and my TEST Plugins folder has Maxis landmarks. OK, that one would be explained, then...] (3) The last one is the most puzzling. Either I don't understand how SC4Tools works re textures present in a lot as deps or... whatever. Here is what it shows me : The red cross indicates a missing something, right ? It does say “not found”. I don't know what 0xDf00245 is supposed to be, but the two other not-found textures, 0xd4f0026a (RLM textures) and 0x1da4480 (PEG_CDK-OWW COM_205b) are very much present in the L.E., and in-game. Someone please tell me what is going on ! Is everything I have painfully learned this last few months about finding dependencies just Wrong ???
  4. Turks and Caicos Beach V

    Version 2.0.0


    About this file: This is a Beach Mod in HD resolution (1024x1024) to be used with Sudden Terrain Valley. NOTE: In order to utilize hd textures you must be rendering in hardware mode, otherwise you may experience a crash to desktop. Installation: Unzip to your zzz_terrain_sudden_valley folder. To avoid conflicts ensure you have no other beach mods installed. Dependencies: Sudden Valley Terrain Mod (Recomended) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2867 Credits: Gobias, Rivit, me.
  5. Textures attribution

    Would it be possible to know who got the Base Textures ranging from 0x1e7e0000 to 0x1e880000 ?
  6. CAM Download Problems

    yeah so I got the CAM mod with deluxe edition, and I can get all the buildings and the dependencies, but when I start up the game, a warning just says "these plugins arent available on your machine." all camlots have brown boxes, and i dont know how to fix it. what should I do? is this a bug? i have a steam retail version so please explain in simplified format on what to do to fix these missing textures.
  7. Version 1.0.0


    This file contains the .max, fbx, and .psd files for my Parking Lot Roads assets. If you do use any of the textures or meshes in whole or in part, I would love to see it!
  8. (I'm putting his here, I am not sure where else.) In this, our glorious era of Moar Stuff, we are trying, my companion mayor and I, to clean up our (un)damned menus. There are a few annoying items in the park menu I can't trace back to a source and thus cannot eliminate. They are named "retaining walls" in the L.E. And they are quite thoroughly screwed up except two : Those two do show up when plopped in game as one 1x1 tile. The others plop nothing -- more accurately, they plop an invisible 1x1, since I must bulldoze it -- and for a good reason, since they all look like this in the L.E. : I naively tried to give them a corresponding texture to see what it would do (those didn't show up), but it's not that they don't have a texture -- I think they have one, but it just ins't in anything I've got. Although I must have something since they show up both in-game and the menu, right ? So I put this here, in the hope that someone will recognize either the textures themselves or their ID, and tell me (from) what they might be so I can look for the source and to zap them out.
  9. Hello! Can you create a short step by step guide of full installing of the game? During playiing even with original game with widescreen resolution, the game was crashed sometimes without save. And now, after installed some of addons, textures of some buildings didn't appear, for example, I don't see textures of the Fiesta de Turistica hotel and 2 others buildings at Commercial sectior, and when I have downloaded a separate building of Fiesta de Turistica recently, it still doesn't shows itself, and I have just rebuilt it by myself. And the game became more often crashing even when I am trying to make a save during the pause. Now I am thinking, maybe it would be much better to create a hot short guide of step by step game installing? Or it has already done? For example, a guide can contain something like this: 1) Install the original Rush Hour game; 2) Set the widesrceen resolution. 3) Download these packs of mods/addons firstly, and those pack secondly. 4) And if you wanna more trains, buses, download this for thirdly. Oh! And maybe, the next step would be beautiful (if its possible), for example: 5) And finally, if you wanna to reformat a map/cities to 3D, in GTA San Andreas Universe, only for riding, without build progress, but if you wanna ride at all the cities at the whole map, just do some things..., and if you wanna to join your cities with GTA SA cities, do this... (I am looking for GTA SA dimension becuase its not resoursable for computers, and it has the unlimited map; maybe, GTA Vice city also would be beautiful but its map had borders, and vehicles comes back to the center of the map automatically. For example, its possible to reconvert GTA IV to GTA SA, so, maybe if it will be something possible between SC4 and GTA dimensions?). Thank you!
  10. My companion, Denis, wants to play SC4 again, after a very long while (to use my lots and relots, he says ; I'm flattered.) He asked that I build him a game plugins folder. He plays on a Mac (as I used to). But that shouldn't be a problem, we felt. So I copied my own game P. folder, (mostly for the Deps) with most of my lots and relots tagged "FINAL". He began plopping. And flags erupted all other the place. We toiled (mostly I toiled) on it all yesterday, and some of the problems have been solved, but some seem intractable -- and I can't understand what they are with my still limited understanding of the whole shebang. There are flags that correspond to props --OK, that is tractable, see below ; and they're is a problem of AWOL textures : many of my relots and lots now have a transparent texture. That one is the blood pressure elevating one. They're AWOL On Denis'a Mac. Not on my Windows virtual partition, where Everything Works Just Fine. He has the same deps folder as I. Hence my befuddlement. One of the main flaggy culprit LLB Modular version of my Obelisk lot. The flag seemed linked to the use of Amil timed people. After much hair tearing, I went the GRRR-WTF way : I took off all the timed people and replaced them by Del People --who are fixed but who didn't flag on the lots. Ditto for one "FloraBush"MA- flagging ion the mac in the relots of CAL SaintNicholas church. But the texture problem is way worse --it's the one I don't understand. It affects all green textures, from BSC parks relot to my relot of Paeng's White Sands Park. The lawns textures have just disappeared. The lots are transparent. Let's just take Paeng's White Sands Park. Apart from the deps I used to relot the pieces (which is only the lighting package made for me by Rivit, Blessed Be His Name), that one needs exactly four deps : Paeng Texturepack vol 01, -- which has been obsolete for some time since the last one was v.04 (in our deps folder) BSC MEGA Props - D66 Vol02.dat -- ditto PorkieProps-Vol1.dat --ditto PorkieProps-Vol2.dat -- ditto What causes textures to disappear on lots (if they have not been taken out in the L.E., of course) ? Duplicates ? Loading order ? I have NO idea. Can someone please enlighten me ?
  11. Tariel Simsim Infiniti parks & Simsim park 5 This park have been highlited some time ago without a satisfied result recently I found these and was intriged only to find out paths were missing; without it´s still a nice park, yet with it feels more finished. Due to the release of the relots by tariel I installed these aswell on a different machine up to the point, again paths were missing ! Tariel and I have a corespondance to solve the mystery of abscene of proabably some lost path textures ! Complet up to the point I installed this park on my new machine, on the old machine a version of simsim park 5 was aswell intalled with similair result. So looks without path´s sample ! Tariel suggested this might be a texture missing or a zzz_loading problem. Uki lost textures might be the cause I believe, or someone else ! Originaly I was looking at the path textures of this park Simsim park 5 wich I retriefed at http://simsim.bakufu.org/p04.html#01 ! Tariel and I would be very pleased if anyone know what is missing or any idea of the maybe lost files ! Sincerely yours, kschmidt
  12. Scoty Sidewalk BTM

    Version 1.0.0


    For its "autumn-winter 2017 collection", Scoty presents its pavements Three Tints of bitumen very trendy. This dark red bitumen that is all the rage in the bourgeois neighborhood, a must. For the popular neighborhoods chosse our range of faded gray bitumens and speckled with butts of cigarettes, chewing gum and other weeds. (guaranteed without dog poop). Give your cities and towns this little provincial french side. Your Sims will frolic there until spring. Uncompress the zip file into your plugin/ folder. Also contains the SCILT file ! (as C.P. production)
  13. Hi, i'm new and basically im trying to convert pre-textured 3d models of cars to assets for CS but im so lost on how to properly uv map or how to make a proper diffuse maps for a model that already has textures(in seperate files at that). . Heres a look at what im working on. The models already have their own uv maps(right?) though they don't seem to include the wheels and they're organized weirdly..i can't rearrange or explode them in the uv editor without the models textures going allover the place and messing up. And those are examples of the textures. I've already looked at the two tutorials on steam related to making assets for CS but they're missing too much info and are more focused on models that aren't textured and overall didnt help me much at all. I know the basics to what type of texture maps cars need, and how to optimize the mesh to have less polys. If anyone can please help me i'd appreciate it. I use 3dsmax 2015 but can also use blender
  14. Hello, I've made some progress with network texturing. Today, I introduce my hobby, fictional network textures (Jalanku) with about 2x dashes than the European version. Currently, I made road textures: ortho, 90deg small curve, medium curve, large curve, S-curve and diagonal. There is no FAs, FTLs or ramps. You can see my progress by downloading the zip below this post. If you have tips & trick about photorealistic texturing, suggestion or critics, you can reply this thread as long as your reply is constructive. Thank you. Jalanku.zip
  15. Hello Mitchell's Whenever I apply a water mod Stock (A term used in KSP that means "unmodded parts") water texture used to illustrate borders of the map makes me lose my mind Its the same reason why beach texture used in beach lots that makes me lose my mind Is it possible to change that texture or make it fully transparent ?
  16. There is an overlay texture I obviously have, since I put it on some lots, but that two first beta-testers don't. I thought it was in NDEX textures 1, which is in the Deps list, but apparently it is not. Is there a way to tell who a texture might belong to by looking at its ID ? I know specific numbers are attributed to specific modders. Those ones are: 0x6112f200 0x6113a700. ***And by the way which one is the most reliable for a list of deps, theIReader or DataNode ?
  17. Hi guys, I am struggling at creating a nice cliff texture for use on Theme Editor. I would like to have some advices on how to create 4k high quality textures for my theme (techniques / tools / etc). Please can someone help? Thanks!
  18. Hello everyone, I open this new topic to let you know about my new project to create new textures for road networks in general (road, street and NWM). The same subject is opened on SC4D: Swiss Network Textures. There is very little full texture play to exploit them in the LE, which is why I start this work. I create textures for Swiss (CH) networks but also European because we use almost identical road signs. My main goal is simply to make textures overlays for the LotEditor (LE), I do not want to create textures for all NAM networks, but only a few in particular. In the future, when my pack is downloadable, you will be able to do what you want with the textures: modifications, mods, additions, etc ... My pack is basic and contains only simple orthogonal textures. Maybe in the future I will follow up with the diagonals, it takes a lot of time. For each type of network I assigned a code to identify more easily the types of textures / networks. I put most of the existing networks, Maxis and NAM, but I may have forgotten others. Here are the codes: Pictures: M01a : Click here M01b : Click here M02a : Click here M02b : Click here N07 : Click here N13 : Click here N20 : Click here P22 : Click here I apologize for presenting the Excel table in two parts, I have not found a better solution than that for now, I will see in the future if I find a more ergonomic solution in order to have the table with the links To see the pictures included in it. If you have any criticisms or suggestions you can let me know. Thank you for your attention, Aka
  19. Issue with Texture making

    Hi everybody! Recently I've started making my first custom textures, and I ran into a little issue. So I need a little help/advice what the mistake is what I made.My first few textures are appearing nicely and in the intended order in the LE and PIM-X too, but ingame only the first texture from the pack is appering. I attached 2 pictures, the first one is a compare picture between the PIM-X and INGAME. The 2nd picture shows what I see in the SC4 Tool, where I created the pack.Thanks for any help in advance!- Tyberius
  20. IdM - Trucking Essentials

    Version 1.00


    KOSC Presents: IndustryMania - Trucking Essentials Introduction Do you want to recreate a large distribution center with ample truck parking space of all angles and populate them with tons of random trailers from different freight and logistic companies? This essentials package, which is the prelude to my upcoming IndustryMania re-lot series, provides a set of custom truck parking textures and prop families for @MushyMushy's HD North American trucks which will allow you to do just that. Package Overview This package contains a set of 38 unique overlay textures, offered in either white or yellow paint for a total of 76. Additionally, there are 36 prop families that cover all of the props included in the original trailers and semi cab sets. Additional details are in the enclosed README. Install Instructions Drop the files in your My Documents/SimCity 4/Plugins folder. Note that the prop families DAT supersedes the original props' .sc4desc files. It is recommended that you relocate or remove the original from your plugins folder to avoid potential conflict. Dependencies The textures are standalone and will not require any dependencies. However, the prop families will not function properly without the original trucks: Props HD North American 40ft Semi Trailers Vol. 1 HD North American 53ft Semi Trailers Vol. 1 HD North American Semi Truck Cabs Vol. 1 Credit goes to MushyMushy for the wonderful set of trailers and semis! Enjoy!
  21. Hello again all! So I was wondering if it is possible to have my commercial and residential zones use 1 type of sidewalk texture and my industrial areas use another. Im using the Gobias sidewalk mod now, but would like to use 2 of his textures as mentioned. The main mods I have that would warrant any notice are: * NAM * CAM * Gobias Sidewalk Mod * Gobias Sudden Valley Terrain Mod * MGB Sidewalk NAM Public Repository <<<<<<Amazing by the way!! And im still switching back and fourth between the 2 last ones to see what differences there are...... * Terrain Grass NAM (TGN) For Gobias Sudden Valley (Unified Wealth) * No Grass NAM (NGN) For Gobias Sudden Valley
  22. Changing TuLEP Sidewalks?

    Hey all, I have a question about the TuLEP lanes from the NAM. I was wondering if there is a way to replace the default sidewalk textures they come with (which look like beige tile floor) to use the same sidewalks that my sidewalk mod implements? The turn lanes are great, but getting them to blend into my surrounding infrastructure is an eyesore.
  23. Hello everyone and tank you for reading this message. I'm trying to compile a comprehensive list of all rail related lots ever release in the SC4 community. All rail lots that have rail textures, that is. Single pieces with no textures are exempt. Stations, railyards, industrial lots with rail textures etc. I will be testing everyone of them to make sure they conform with RRW format. I will create overrides for the ones that do not qualify so that we could have a unified ensemble. Therefore I would really appreciate if you could drop a message here with links to the lots. Looking forward to your input in the matter. Kind regards. Simmer2
  24. Since GoFSH has been around since 2011 its probably fitting that it has a dedicated support topic. It will probably contain Tips and Tricks and Examples of things that can be done with GoFSH and Bender. However, I'd also like to use this topic to talk about making textures in general. I envisage this topic to be both informative and contemplative (hence the title). Please feel free to contribute your questions, insights and knowledge. I know there are many great texture wranglers in this community. Its almost exactly 12 years since I first dared to submit a modd for SC4. The HerringboneBrick Streets were made the hard way - all manual and using a program called FSHMan which didn't always work as expected. There was a lot to learn. It took me about three months to make just one set of $$$ wealth street textures but it was worth it. Eventually this has led to GoFSH and a number of new mods as my skills and productivity improved. For anyone interested below is the original High Quality Herringbone Brick texture - feel free to use it in BATs or other textures - maybe a Euro sidewalk mod or replacing some hackneyed Lot Texture/Overlay. These are appropriately scaled for SC4, but you may want to adjust colors or rough them up a bit to fit your purposes. There are three sizes in the zip 128x128, 256x256, 512x512. They will tile without seams. HerringbonePavingRed128.bmp RedHerringboneBrickPaving.zip
  25. SuperSHK+ FA3 Parking Textures

    Version 1.0.0


    KOSC presents: SuperSHK+ FA3 Parking Textures Introduction Happy New Year! Need some irregularity in your lotting? SuperSHK is back with a plus and a whole assortment of FA3-aligned textures for you to play with. Overview This set contains at total of 482 new overlay textures. SuperSHK+ takes the original set and adds quite a bit of additional support for FA3 angled pathways. Additionally, there are a host of extra textures included meant to patch some missing areas from the first set. Details These textures are broken into 4 DATs. The included resource guide offers a slightly more detailed look at the different texture options offered here. DAT 1 - Curbs: Contains an assortment of FA3 aligned curb pieces and connectors. DAT 2 - Parking Transitions: Contains transitions and intersections between different parking types with FA3 curbs. DAT 3 - Pseudo-FA3 (PFA3): Contains a set of FA3 aligned orthogonal parking spaces and a few basic transitions. DAT 4 - Extras: Adds medians and additional support for S-Curves from the original set. Install Instructions Drop the files in your My Documents/SimCity 4/Plugins folder. These should show up under the overlay texture section in the lot editor and PIM-X. Dependencies NONE. This set is a dependency. Lotters that want to take full advantage of this set will need the SHK Parking Pack and base set: Credit to shokthrpy for the original SHK set. Additional thanks goes out to rsc204 & rivit for their invaluable work with GoFSH (and Bender) and texture replacement - this set would not be possible without their tools.

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