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Found 83 results

  1. 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 ?
  2. 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 ?
  3. This is a tool that I wrote to create multi-image textures. It can also add images to a fsh file in an existing dat. If no image exists clicking the "Add" button or dragging and dropping a group of images onto it will create a new image adding all the selected bitmaps. If the file name begins with 0x it will use the file name as the Instance. If a dat has been loaded and the image to modify has been selected from the list additional images may then be added to the fsh using the "Add" button. The "Generate new Instances" option generates new instance id when saving into an existing dat, if it is not checked it will overwrite the existing files. Additional documentation is in the Readme. Download Multi Fsh Tool
  4. This is a tool I wrote to convert multiple png / bmp images into fsh images. It takes a list of images and converts each image into a fsh file of the same name. The "Automatically process Mips" function generates Mipmaps for the different zoom levels. The "Compress dat" function compresses the items when inserting them into the dat. The simplest way to create a batch list is to drag and drop a group of images onto the list. Draging and droping a group of images onto the "Add" button will add them to the existing list. The other way to insert images is the "Add" function, this relies on "Groupid.txt" for the Group to assign the pngs to and "instRange.txt" for the Instance range to use. The program will look for the alpha map in the same folder as the image with a filename like "filename<b>_a</b>.png" or if the image is a png that contains transparency the program will use the transparency to generate the alpha map if no alpha is found and the image is not transparent it will generate a plain white alpha. In the "Add" function the Group id in the Group box overrides the one in "Groupid.txt" and if the image contain transparency and the file name begins with hd it will be a 32-bit hd fsh, if the image is not transparent and the file name begins with hd it will be a 24-bit hd fsh. If the file name begins with 0x it will use the file name as the Instance. To change the group, instance or Fsh Type of an image you must select that image in the list. Download: PngtoFshBatch I hope it is useful.
  5. 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
  6. I am having an issue where BAT will not import any 3ds models that has PNG texture files. Most of the time, converting them to jpg works, but this can cause some problems in the model if the model that I downloaded has transparency in those textures. Sometimes the model does not read the loss of transparency and I am fine, but sometimes I get an ugly white into the model. This is all because BAT will not import 3ds models with PNG textures. If I try to import a model with PNG textures, nothing happens. Nothing is imported. No error message or anything, it just does not import. I was wondering if there is a fix for this? I Googled the problem but nothing about this came up. So there has to be a way to get it to read models with PNG textures.
  7. 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!
  8. Entry no.42 - Waterways of Baycole

    This entry continues from where I left off last time at Aizen fall's. Here's a couple of wide pano shots to jog your memory in case you forgot where we were on this trip down the Akallan river I spent a lot of time experimenting with mmps and creating different landscapes in the next area. I particularly like how these scenes look up close so as with the last entry the photo are from the closest two zooms. More of the area around the base of Aizen's fall. The first bridge crossing the Akallan river at an angle is Vermont Drive. Crossing Vermont Drive by foot is not recommended, unless your prepare to get soaked from the fall's mist. The Akallan river then meanders under a several bridges the first being the aforementioned Vermont Drive, followed by the twin span of highway 705. Hard to believe but there was a time when I didn't use mmp in developed areas at all. But now meshing together functional urban development with mmp covered area's is definitely one of my favorite thing to do. On the north side of the river is a small city park(Jessibel Park). 7. 8. Further south there are two final bridges. The first is the Energy East oil pipeline and the last bridge to span the river is a rail bridge, carrying the ICR Lakeridge Sub. Three different modes of transit, road, rail & pipeline. ICR Train # 303 is seen going over the bridge. This is a regularly scheduled high priority inter-model train which can sometime be almost a mile long, which is the maximum length of trains allowed to operate within the city limits of Pretoria. 12. A small pumping station for the oil pipeline. 14. 15. After passing the last of these bridges the Akallan river comes to end having reached Cisco Bay. 17. To the west of the river along the north shore of Cisco Bay is Varsity Park, another popular recreational area in Baycole. 19. ICR 303 rumbling through the neighborhood. Closes ups of the park. 22. 23. The shoreline here is a swampy marsh, spent a lot of time working on the land to sea transition here. 25. 26. This angle is probably my favorite 28. 29. And a couple more mosaics to go. 31. The next entry will probably be the final entry from the city of Baycole and will feature the few unexplored areas of the city and plenty of large scale mosaics to show everything the city has to offer.
  9. 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
  10. SuperSHK MEGA Parking Textures

    Version 1.0.1

    12,007 Downloads

    KOSC presents: SuperSHK MEGA Parking Textures Introduction Take parking lots to the next level! SuperSHK MEGA Textures is the backbone of my Superparking Project, and combines the original Volume 1 alongside the newly complete Volume 2 set. This MEGA set combines both for the ultimate parking lot texture resource for SC4. Overview This combined set contains at total of 1281 overlay textures (352 from Vol 1). Volume 2 contains a mind-boggling 929 new overlay textures. This set focus on expanding the core aspects of Volume 1 while adding some rather ridiculous new options. As with before, many of the new textures influences were found primarily from around North America's tech centers including Overland Park, Denver Tech Corridor, Silicon Valley, and Irvine. Additionally, some other inspiration came from various locations around the UK, including Portsmouth - these were largely responsible for my designing of a bunch of UK-style road markings. As it is now officially part of this combined set, SuperSHK Parking Textures Vol. 1 is now obsolete! This set retains every single texture from volume 1 and provides some overall enhancements to a large amount of them, including the following: Smoother curves Alignment fixes Smoothing and resizing of existing road markings to maintain consistency Furthermore, the "Extra" textures included with both modular sets are also no longer necessary. To aid you in cleaning any leftover old stuff, there is a Cleanitol file included. You may also refer to it for manual deletion as well. Details These textures are broken into 8 DATs. The included resource guide offers more detailed explanations. DAT 1 - Ortho: Combines a ton of new pieces with the original Ortho set. Deals mostly with orthogonal parking and associated transitions. DAT 2 - Islands, Paths & Curbs: Combines the original set of Islands & Curbs with Paths (excluding markings). Adds many brand new curb pieces and transitions from various different parking types. DAT 3 - Diagonals: Combines the original set of Diagonal with new ones. Adds islands, offset diagonals and more orthogonal transitions. DAT 4 - Markings: Contains road marking goodness! Highlights include more block-end stop markings, pathing, and an entire section of UK-specific ones. Also comes with a way to transform standard parking spaces into "boxed" ones. DAT 5 - D-Types: Contains significant support of the original SHK diagonal-oriented spaces. Includes a full complement of transitions, curbs and some bonus special pieces including handicapped spots and an alternate style. DAT 6 - Combo Pieces: Adds an enhanced set of standard parking and curb textures with sidewalks and grass. DAT 7 - Miscellaneous: Includes some additional pieces that didn't quite belong elsewhere like parking-to-path transitions and S-curves. DAT 8 - Alternate Style: Adds an alternate orthogonal parking style in two colors. For Lotters Included is a resource guide containing a general breakdown of the set as well as a sample lot (found in the parks menu) and layout examples. There are also PIM-X groups included, for better organization and some time saving while digging through this massive 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. Lotters, copy the contents of PIMXGroups.txt into your groups.ini file located in the PIM-X install directory. Dependencies None. This set will serve as a future dependency for my lots. While it is technically a standalone texture pack, SHK Parking Pack is very, very highly recommended to take full advantage. Credit to shokthrpy for the original set, which served as the template for me. It wouldn’t have been possible to create this without it! Additional thanks goes out to rsc204 & rivit for granting me tools to refine this development process, nos.17, Belfastsocrates, MushyMushy, T Wrecks for various texture tweaks and suggestions, and everyone that left a like/commented on any of my parking posts! Enjoy!
  11. IdM - Trucking Essentials

    Version 1.00

    652 Downloads

    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!
  12. 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
  13. 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.
  14. SuperSHK+ FA3 Parking Textures

    Version 1.0.0

    1,592 Downloads

    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.
  15. 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
  16. Diego Del Llano Models

    Hello everybody, as you know I'm starting to upload Files with a regular quality, I'd like to find recomendations how to make better models. First I model with Sketchup and then render with Gmax BAT tool. and where do you download nice textures?, with software do use to model? What machine do you use to render? Sorry about my English, spanish is my first language, but I'll do my best to understand everything Thank you!
  17. Does anyone have an idea as to why this rhw/avenue connection has changed it bridge textures? It was fine until last night when I opened my city and started looking at the highways. I deleted the intersection and built it again with the same issue. It seems to be working fine according to the traffic manager but the bridge textures are just weird now
  18. Hello all, So once again I'm delving into the world of custom content, specifically custom lots and textures. I noticed though, for the project I have in mind that I will need to make some custom overlay textures, and I'm a little uncertain as to the process to do so. Therefore, I have summarised my main queries into the questions below, and I do hope someone, somewhere will be able to answer them. So starting at the beginning in Photoshop (Or equivalent), I assume I leave the areas I don't need for the overlay to be transparent, and saved as a BMP? For diagonal textures, (Sidewalks, road - things that need to line up) what would be the best way to keep all the parts lining up? Then I put the BMPs into GOFsh? Save into FSH and then DAT files? I've heard something about texture ranges. What are they, how would I use them? Please fell free to mention any information you think I'd need to know, and that I haven't mentioned. By the way, I'm creating sidewalk width overlay textures for a custom road/street set. Hope someone can help. Thanks
  19. Hi everyone, I'm trying to create my first prop. I can import my model from Blender to asset editor without any problems. Scale is fine, texture in blender looks good. When I open my model in C:S the textures change color, looks like the brightness is going all the way up (or something else). I'm creating asphalt textures and the color is way different than the original texture. I want to create a props to cover the spaces on the nodes (highway without road markings). Here are some screenshots. 1..The model in Blender - colors look like the original asphalt texture from the game 2.In game prop, plopped over the 2 lane highway - becomes very blueish.... I'm a total newbie in Blender, I watched few tutorials and so far that is it. Thanks a lot in advance for any suggestions.
  20. I'm currently editing an existing vehicle I dumped all the files with ModTools' Scene Explorer, extracted the greyscale map with Gimp and converted the .obj file with Blender. But now when I'm in Game the back part of the van flashes in a darker shade when moving. Here's what it looks like what did i do wrong? Also Files uploaded here
  21. So, I've decided to start building a custom airport via RMIP-2 after a few months of playing around on maps. When I was building my ramps, though, I noticed that there's a weird texture on the ramps (non-747): As you can see in the top left corner, there's some strange override that is happening only on full squares; anything smaller than that is fine. I was planning on removing the offending texture, but I'm just not sure which texture it is. I'm suspecting that it's from the SHK Parking Pack; is my hunch right?
  22. Ever wanted to build your own SparkleCity, but just can't find the tropical textures I use as of 10/30/2016? Well, look no further than here. Also, all SC3000 textures have been eliminated from this thread for quality purposes. Welcome to Lynx's Tropical Shoppe First, we are going to start with some decent tropical terrain. I have only found one on the STEX, so there isn't much of a selection here, unfortunately. Next we have some water stuff, three great looking water plugins to choose from here, as it is easier to find water plugins on the STEX. More specifically, Tropical Water. Make sure to pick only one or you will experience severe corruption. Next, some beach textures... The most tropical looking is the white sand beach, and quite frankly, it also looks amazing.Only one plugin to choose from here again, unfortunately. Now we have the largest selection of them all, the trees collection. Six tree packages here to select from, and you can use more than one, but don't try to use them all, or you'll experience severe corruption in the form of CTDs. If you have any additions to make, feel free to submit them, as this is not complete. Thanks for visiting the Tropical Shoppe! New stuff is available every day.
  23. OK, I have NAM 34 and for some reason, my road textures are all screwed up. After fiddling with them a bit I believe I picked the "Redrawn American Textures" and did not select the cul-de-sac option (which had been giving me much grief until I figured out they were separate options...) but my roads don't have stop lines or pedestrian crossings when they intersect, and when I tried to manually correct that with using the OWL tool to add left hand turn lanes, they often started disappearing when I placed roads nearby, as you can see above (the reason why the box is in the middle of it is because I took a snapshot with Steam, which is the same hotkey tied to bringing up the "save and quit" box). I'm not sure if it's a texture conflict because my plugin folder doesn't have a ton of textures, and the few that are BSP collections (and I'm sure they won't futz up textures to conflict with NAM). Just for full disclosure, here's everything in my plug-in folder. Volume in drive C has no label. Volume Serial Number is 7E19-4B54 Directory of C:\Users\[..]\Documents\SimCity 4\Plugins 09/07/2016 01:06 PM <DIR> . 09/07/2016 01:06 PM <DIR> .. 08/16/2016 06:08 PM <DIR> 2008 McDonalds by Daddyo117272 08/16/2016 06:08 PM <DIR> b62 Dell Computer Plant V-2 09/19/2012 05:18 PM 14,876 BridgeHieghtLow&Suspen.dat 08/16/2016 06:08 PM <DIR> BSC 12/21/2005 10:57 PM 13,495 BSC_Reward_essential.dat 08/16/2016 06:08 PM <DIR> BSP 08/16/2016 06:08 PM <DIR> CastleSet 09/09/2012 12:06 PM 503 Cheap Grass Mod.dat 08/16/2016 06:08 PM <DIR> Chinatown_JTF2009 08/16/2016 06:08 PM <DIR> Custom Airports 08/16/2016 06:08 PM <DIR> Daddyo117272 09/02/2012 11:37 AM 3,307,086 dayopeace.dat 08/16/2016 06:08 PM <DIR> deadwoods 08/24/2012 02:33 PM 700 DiseaseResearchAltered.dat 08/16/2016 06:08 PM <DIR> DK1FastFood 08/16/2016 06:08 PM <DIR> Documentation 07/17/2003 04:03 AM 34,378 ExtraTerrainTools.dat 04/08/2009 10:54 AM 20,059 ExtraTerrainTools2.dat 08/16/2016 06:08 PM <DIR> extra_cheats_plugin 08/16/2016 06:08 PM <DIR> FC-Public Swimming Pool 08/16/2016 06:08 PM <DIR> God Terraforming in Mayor Mode 08/16/2016 06:08 PM <DIR> Highway Light Towers 08/16/2016 06:08 PM <DIR> hole digger 08/16/2016 06:08 PM <DIR> images 08/16/2016 06:08 PM <DIR> Install_BSC_Textures_Vol02 08/16/2016 06:08 PM <DIR> Install_BSC_Textures_Vol03 08/16/2016 06:08 PM <DIR> JENX Fauna 02/11/2007 12:43 PM 1,014 jes_MegaPropPack_Vol01_Readme.txt 02/11/2007 01:02 PM 727 jes_MegaPropPack_Vol02_Readme.txt 08/16/2016 06:08 PM <DIR> kevdan25 08/16/2016 06:08 PM <DIR> Kevdan25_Whataburger 08/16/2016 06:08 PM <DIR> LBT 08/16/2016 06:08 PM <DIR> Madhatter 08/16/2016 06:08 PM <DIR> Mattb VU Security 08/16/2016 06:08 PM <DIR> Mattb325 Old Market Hall 08/16/2016 06:08 PM <DIR> Mattb325 Vu Security Services 08/16/2016 06:08 PM <DIR> Maxis Props 02/20/2016 04:27 PM 40,508 Modest Little House-0x5ad0e817_0x4d22c58c_0x90000.SC4Model 07/24/2016 05:28 PM 44,430 Modified_Circuit_City_a4a1212c.SC4Lot 08/16/2016 06:08 PM <DIR> Modular Amusement Park Pack 08/16/2016 06:09 PM <DIR> NBVC_Marina 08/16/2016 06:09 PM <DIR> ncd 08/16/2016 06:09 PM <DIR> NDEX Parking Lots 08/16/2016 06:09 PM <DIR> NDEX_ADC_PostalVehicles 08/16/2016 06:09 PM <DIR> Network Addon Mod 09/01/2012 07:52 AM 616 NoRadARC.dat 08/16/2016 06:09 PM <DIR> OperaHouse 08/16/2016 06:09 PM <DIR> Other 08/16/2016 06:09 PM <DIR> Pearson High School1 08/16/2016 06:10 PM <DIR> PEGPROD 08/13/2006 09:31 PM 5,485,429 Plugin_017_SanFranCityHall.dat 08/13/2006 09:32 PM 1,960,912 Plugin_031_AdlerPlanetarium.dat 08/16/2006 04:05 PM 1,610,057 Plugin_032_MayflowerPort.dat 08/13/2006 09:37 PM 2,550,910 Plugin_034_SobchakLanes.dat 08/13/2006 09:38 PM 2,275,101 Plugin_035_ShortyBurger.dat 08/13/2006 09:40 PM 1,819,329 Plugin_036_LuckysHangTen.dat 08/16/2016 06:10 PM <DIR> PorkieProps-Vol1 09/07/2016 01:06 PM 0 printit.txt 07/26/2005 02:01 PM 7,888 radius_doubler.dat 09/01/2012 10:33 AM 641 Read Me First Updated.txt 08/16/2010 01:40 AM 12,278 Read me first.htm 08/24/2012 06:20 PM 689 readmefirst.txt 02/28/2010 04:57 PM 14,423 Readme_HolzmanFactory.html 02/11/2007 01:01 PM 523 Readme_MegaPropPack_JES_Vol03.txt 08/26/2009 03:57 AM 9,924 Readme_ncd_Railyard Texture Mega-Pack Vol 1.02.htm 08/16/2016 06:10 PM <DIR> RRP 10/18/2006 01:25 PM 286,720 SimCity 4 Extra Cheats Plugin.dll I don't remember problems like above until I had experimented with NAM 34 after a long break from SC4 that lasted more than a year.
  24. Hey all I installed airport 1 transit enabled. The one with only 8 pieces to it. Installed all depend. My problems are the road texture in the service area are missing. Also when I hover over airport it only says it's a train generator not an airport showing the specs of it. I plopped the piece that is a extended parking lot as the readme says. At this point I'm lost. It does show the animations. one other thing is there a way to join a RHW 4 off ramp to a TLA-7 ave.? I used a rhw 4 off ramp off of a RHW 6 highway. I was looking for a two lane off ramp instead of the 1 lane mis. I seems to hook up to it but at the intersection there is no signals and doesn't look very good. Options Hide Report
  25. I can't seem to figure out and put the pieces together... I've been battling with the textures and IIDs for quite a while now. I probably need step-by-step guidance with pictures telling me exactly how to do this. 1. Convert PNG files into FSH 2. Put the textures into the lot editor successfully. Please make or link me to a tutorial on how to do this. I've attached a few example files for you to use as a tutorial. I've also posted my IID. 0xF8B80000 to 0xF8BBFFFF
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