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Showing results for tags 'tileset'.
Found 15 results
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SimCity 2000 GoG version - how to change the tile set?
SC4 gamer posted a topic in City-Building Games
Hello, I started playing the older SimCity games and really enjoyed Sc3k, now I wanted to try the even older version (SimCity 2000) because I really like these old school visuals. Then I found out that you can change the tile set for your buildings. Somehow though I can't find a way to do that, online it says in the main menu you have the option but I can find it there. Then I read that you can find the option when in a loaded city but there isn't an option either. Is this not possible in the GoG version of the SimCity 2000? I bought Sc3k there too but there it works to change the graphics of buildings.- 2 Replies
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Version 1.0.0
86 Downloads
Renew 97 features a mix of seven new and old style buildings. This set will add class and diversity to any city. Tower 3000 - This building doesn't actually exist. I just sketched it on paper and thought it looked cool. It's of the modern/futuristic variety, with metallic reflective windows. Bloomington buildings - These are office buildings near the Mall of America in Bloomington, Minnesota. They look best when placed next to each other Faneuil Hall - This New England style building from Boston caught my eye, and is both simple and intricate. Office building - The name of this one isn't known, but it's located in Boston right next to Faneuil Hall above. Office building 2 - Another New England style building in Rhode Island. This one has an interesting shape. Office park - Another building from my sketch pad. This one has an open design and was influenced by the original SimCity 2000 office park. New fall trees - Many of these buildings simply look better when surrounded with fall trees.-
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Hey guys. I have a question about the tileset and building styles in SC4. If i start zoning with Chicago style lets say. I let it grow, everything is nice. Then if i change for a different tileset and start zoning somewhere else to make my city bigger, will it also change the style of the previous neighborhoods i created in the Chicago tileset?
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A question of tilesets and potential corruption?
nickvon posted a topic in SimCity 4 General Discussion
So I have a question about editing tilesets and avoiding corruption. I've made a separate folder of new housing content to grow in a city tile. It's all been edited to mid density and euro tileset only. When implementing new housing choices into my city and growing a new neighborhood, I've noticed that some old style housing is popping up. This is due to my old housing never having been edited to remove the euro housing option. In an effort to move forward with the original plan, I was thinking about re-editing the old housing to be used in only three of the four used tilesets and exluding the euro tileset. Now my question is if I were to do that could that possibly cause technical problems with my city? I could see a potential problem being that the housing that originally was grown on a euro tile set, having that option taken away could possibly corrupt things? I have no idea, would this work? -
Upon installing Maxis Blocker and reading a topic about "Build all styles option does not work" I felt problematic. So, I would like to ask/clarify something. If I have Lot A & Lot B with the same growth stage and lot size, but Lot A has 10 occupancy and Lot B has 6 occupancy, the game would pick Lot A to grow on a zone since it has higher occupancy to satisfy the demand? Is this the only factor for the game to choose a lot to grow? Are there other factors? Is it random? Because I'm experiencing a situation where there is only this one group of lots, (I installed) grows for stage 1. Even if I have like 5 other lots with the same growth stage and lot sizes as the mentioned "group of lots" or even all tile sets enabled. Has any of you experienced this too? What kind of solution/s did you do?
- 5 Replies
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- building styles
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I'd changed tilesets to the one (Chicago) in all necessary .sc4desc files by iLive's reader: https://sourceforge.net/projects/ilive-reader/ Have to say, that all this plugins were already used in my cities on that moment. So, I've decided to test them in the pre-builded city. Everything were good until the moment when I noticed: when I rotate scene or zoom in/out, new models (from plugins after tileset editing) just disappearing and remaining in that state till I will save city by "ctrl+s", at this moment they appearing in their places. Ok, to be sure I decided to start new city and set the right building style, but nothing is building even after 5 years, despite the high demand. I don't think, I've did something wrong and I'm sure the data in OccupantGroups is fully right. Or do I need to refresh assotiated Lots?.. Or something else?..
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"Build all tilesets at the same time" command does not work
11241036 posted a topic in SC4 Bugs & Technical Issues
I have discovered a strange issue in the game that I'd like to start a discussion about. However, I'm not really sure if this issue is unique to my copy of SimCity 4 Deluxe (I purchased a digital copy from Amazon since I switched to Windows 10 and the CD version doesn't work anymore), because I've already discovered another strange issue that I never had a year ago when I was playing on the CD version of SC4. In case you want to test it on your own, I've attached the relevant testing files to this post, but please read first. The issue: In the game menu's building style subsection, there is a command whhich would allow the player to let all building styles be grown at the same time (I'm playing SC4 in German, therefore, I don't know the proper English name). Please see the second screenshot below. My assumption is that in my game, this command does not work at all and the game still shifts to another building style in regular intervals which are defined by the command "Change building style every ... years". To get some evidence about this, I started a series of experiments like this: External preparations: I had not been entirely sure if this issue is being caused by a plugin or if it is an in-game bug, therefore, I've made two serieses of experiments, one on an already developed Plugins folder and one without any plugins (except a building blocker and the testlots). To make sure that 1. I can control which buildings will grow, 2. I will be able to recognize them according to their building style, and 3. all building styles have the same chance of being grown, I did the following: I downloaded and installed a building blocker plugin (this one, to be exact) and customized it in a way that it would prevent all default Maxis residentials from growing but would still allow all industrials and commercials to be grown. I removed all residentials from my Plugins folder. I developed 4 residential lots (R$, 1x2, Stage 1, low density) with identical stats and completely devoid of props that just had two differences: Each one onlw grows under one tileset, the tileset being different for each one; and they had different base textures so that I could easily recognize them. BTW, these testlots are attached to this post; you are free to download and use them, if you want. In-game preparations: I started a new region and created a scene with the following properties: Only 1x2 low-density residential zones have been laid out. They are supplied with power and water, and a few commercial and industrial zones, as well as agricultural zones, have been laid out as well. Only about 25% of the residential zones have road access. The reason: I want to be able to demonstrate the visual results if my assumption was correct. After 1 year has passed, I'll connect another 25% of the residential zones to a street. The settings in the building style menu: The results: After 1 year (at Dec 31st, 00): After 2 years: After 3 years: After 4 years: After this 4 years period, the game just starts again with the buildings shown in the year of 00. BTW, the order in which the building styles are growing is: Chicago, New York, Houston, Euro. I repeated this testing series with a completely empty Plugins folder (aside from the Maxis buildings blockers and the testing lots, of course). The results were the same. This could still be a coincidence, but imo this is really unlikely. I assume that in this case the command "Build all tilesets at the same time" doesn't work at all, for whatever reason. Questions: I've been playing Sim Sity 4: Deluxe for about 7 years now. I've frequently been wondering why sometimes certain buildings just don't want to grow, and sometimes the game just grows the same building all over my cities. But during years of roaming Simtropolis Exchange and sc4devotion, I've never stumbled about a thread or even one single post mentioning a bug like this. Am I the first one to discover a bug that has went undiscovered all the time? Or is it just me and there's something wrong with the digital copy I purchased? Or is there another in-game setting that I'm not aware of that could cause such a behavior of the game? Is this malfunction actually known, at all? Has it already been discovered and I just never heard about it? In case someone else has reason to assume that their copy of SC4 would suffer from the same malfunction: I'd highly appreciate if at least some people would download and install the testing lots attached to this post, make the same experiments (they don't require external dependencies), and report the results here. Testing Lots for Building Styles.zip- 8 Replies
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Hi guys, So, I recently learned that Micropolis has been ported to Java, which means I'm a little behind. I opened up the package and realized that you could change the graphics, which I was extra excited about. I know it's a weird perspective, and it really isn't all that pretty, but the original Sim City has a certain charm to it that is very endearing. Years ago, I had the incling to download an HD version of the original Sim City called Sim City Enhanced that was released to by Interplay to limited sales. It featured new 256 color graphics and live-action video. I did download it and booted it up with DOSBox and played around with it. When I heard Micropolis was being released to OLPC, I knew what I had to do. I booted up Sim City Enhanced and collected some of the graphics to play around with in Photoshop and ended up making this concept image that featured extra road types, different lot sizes, and an overall unified look for Micropolis. I submitted this to Don Hopkins in hopes that he might look at them, but he never responded to me. Perhaps I shouldn't have naively thought he would, but that's beside the point. This was all before I realized that I couldn't even run Micropolis, let alone hope to modify it, so my dreams were dashed. With this Java rendition recently released, my hopes are renewed. I've been back to toying, and I put together some of components of my concept image into the tiles.png file inside the .jar to see if this would actually work. It did, and the results are interesting. Alright, so I'm not the best artist, it's not done, and it doesn't look all that great, but I think it looks much more playable. I changed the dirt texture to grass, because who builds cities only in the middle of a desert? I changed the forests to individual groups of trees so when you bulldoze a portion, it doesn't look ugly. I rescaled the railroad as the tracks were far too wide. I added rail bridges in place of the under-water rail tunnels because bridges are far more likely (the train still dissappears as if going underground, damn) I added sidewalks to roads so they blend better with the buildings and girders to the bridges to make them more plausible. I've removed borders and identifiers from residential zones to make attractive little neighborhoods. I changed the parks to blend in with the grass texture and added park variation, trees, benches, small ponds... I even took care of all the tedius stuff like changing all the car colors so they're not all monochrome (not fun as there are literally hundreds of traffic frames). It's progress, but there are still tons of buildings and tiles that need to be changed to match the textures of the grass and sidewalks to blend into the tileset. The reason I'm posting is to see if anyone is actually interested in seeing this happen. It would even be nice to see someone with actual pixel-art talent take a stab at the unique perspective or we could even crowdsource the redesign. The art-style isn't hard to learn, and everyone could pick a building, fix it up, and add it to the tiles.png... Some buildings look extra labor intensive, like those with animated smoke stacks or the stadium with animated fans... Regardless, I'd it's a lot of work, and I'd hate to do it alone without a little help or even a little encouragement. Let me know your thoughts. I've attached my tiles.png so you can download and play around with what I've built so far.
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Version 1.0
19,934 Downloads
The Loyalty Building is located at the corner of North Broadway and Michigan Avenue in downtown Milwaukee. Built in 1886 as the home office of Northwestern Mutual Life Insurance, it was designed in the Richardsonian Romanesque style by the celebrated Midwest designer S.S. Beman. The building features a four-story atrium with original ornamental iron work and a patterned glass skylight. Lot Details and Information Growable Version: Lot size : 5 x 3 Tiles Lot Wealth : High Wealth Growth stage : 6 Occupants : CO-$$ : 657,CO-$$$ : 352 Occupant Groups : Building: Commercial,Building: CO$$$,Style: Chicago, New York,BTE : SimGoober Creation,BTE : SimGoober Offices,BTE : Comm. Offices Bulldoze cost :- 58 Comments
- 58 Reviews
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Version 1.01
5,131 Downloads
These are low income row homes, inspired by a picture in my building thread. My origonal intention was to have them fit into the Chicago style set, but I was told they also look "very British!".. so they are also in Euro. There are 6 variations on the model and fences (on the 2 tile deep set), and the lots have progressively more Sims on the wider lots. Stats below are from the 3 wide. There is also a bigger picture in my support thread (link at bottom). Lot Details and Information Growable Version: Lot size : 1x1, 3x1, 4x1, 6x1, 1x2, 3x2, 4x2, 6x2 Tiles Lot Wealth : Low Wealth Growth stage : 3 Occupants : R-$ : 44 Occupant Groups : Building: Residential,Building: R$,Style: Chicago, Euro,BTE : Res. Low Wealth, SimGoober Homes, SimGoober Creation Bulldoze cost :- 24 Comments
- 17 Reviews
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- row homes
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Version 1.0
10,492 Downloads
Azalea Building, by SimGooberThe Azalea Building is a fictional office building, designed to compliment any city. It has a brick facade, similar in style to many smaller office buildings, in many small to medium sized cities. Lot Details and Information Growable Version: Lot size: 4 x 4 & 4 x 3 tiles Occupany Groups: Building: Commercial,Building: CO$$,Style: Chicago,Style: New York,Style: Houston,Style: Euro,0xB5C00A04,0xB5C00152,0xB5C001FF Growth stage: 4 Occupants: CO-$$ : 279 Bulldoze cost:- 30 Comments
- 28 Reviews
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Version 1.0
2,510 Downloads
Tropod made this mod for me, it pushes all the original building from the game into the chicago tile set. if you turn off the the chicago tile set useing the the tile set tool it blocks them all. Great for testing new growable lots in your plugin without having to wait til they grow ( just put only the new buildings in while testing), to see if they work properly, or my future idea of creating my own personel tile sets by only putting certain building in the plugin folder Tropod never had a chance to check to see if this mod has an conflicts with other, so far I haven't found any promblems (yet) I hope others find this useful tool... -
Version 1.01
12,964 Downloads
A modern home design, inspired by some pictures provided by SandraSim, in Europe. There are 4 variations, on a couple lot sizes. Lot Details and Information Growable Version: Lot size : 2 x 2, 2 x 3 Tiles Lot Wealth : Medium Wealth Growth stage : 4 Occupants : R-$ : 27,R-$$ : 15 Occupant Groups : Building: Residential,Building: R$$,Style: Euro,BTE : SimGoober Homes,BTE : Res. Mid Wealth,BTE : SimGoober Creation Bulldoze cost :- 24 Comments
- 25 Reviews
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Version 1.01
13,871 Downloads
Suburban Townhomes, like those seen in many neighborhoods built in the 1980s. There are 24 (yes 24!) variations on the building, and several lot sizes as well. There is also a 6x6 lot included; this lot is transit enabled for appearances, but this will also not allow the lot to upgrade naturally. If you want that are to upgrade, you will need to bulldoze the lot. Lot Details and Information Growable Version: Lot size : Tiles Lot Wealth : Medium Wealth Growth stage : Occupants : R-$ : 149,R-$$ : 89 Occupant Groups : Building: Residential,Building: R$$,Style: Chicago,Style: New York,Style: Houston,BTE : Res. Mid Wealth,BTE : SimGoober Homes,BTE : SimGoober Creation Bulldoze cost :- 29 Comments
- 22 Reviews
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Version 1.0
10,044 Downloads
Nice simple small town USA homes, to add variety to your cities. Lot Details and Information Growable Version: Lot size : 1 x 2, 1 x 3, 2 x 2, 2 x 3 Tiles Lot Wealth : Medium Wealth Growth stage : 3 Occupants : R-$ : 25,R-$$ : 14 Occupant Groups : Building: Residential,Building: R$$,Style: Chicago,Style: New York,Style: Houston,BTE : Res. Mid Wealth,BTE : SimGoober Homes,BTE : SimGoober Creation Bulldoze cost :- 20 Comments
- 28 Reviews
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