Jump to content
  •   Announcement

  •    Alternatively see here for an enhanced Google site search, which you may find provides more accurate search results. (More Info)

Search the Community

Showing results for tags 'transition'.



More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


Forums

  • Simtropolis Department of Public Works
    • Simtropolis Recovery Project
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • Mapping Community Room
    • SC4 BAT & Lot Workshop
    • SC4 Modding - Open Discussion
    • NAM & Transit Networks
  • Cities: Skylines & CS2
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
  • Challenges Forum
    • SC4 Challenges - Info and Discussion
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Club-owners Club's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Furry Community's Topics
  • Simtropolis Italia's Discussioni
  • New Washington's Topics
  • Everything about details's Topics
  • CityBuildingMasters X's Topics
  • City Journal Club's Topics
  • City Journal Club's Photo Shopping, Type Faces, Page Layout !
  • City Journal Club's Writing
  • Coolio Club For Cool Children's Topics
  • Atlantic Energy Co.'s Topics
  • Micropolis's Topics
  • City-Builders Website's Club Topics
  • SimCity Polska Organization's Topics
  • Simtropolis em português's Topics
  • Simtropolis em português's Fórum
  • My Little Pony Club's Topics
  • SimCity 2000 Resource Club's Topics
  • Simtropolis中文's Topics
  • Simtropolis en français's Topics
  • NewCity's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Topics
  • Southeast Asian Mayors's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Request Maps
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Social and Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Mapping
  • SimCity 3000 Resource Club's Information
  • The Great British Simtropolis Club's Topics
  • Roller Coaster Park Builders's Topics
  • Banished's Topics
  • Banished's Modding
  • Banished's Questions
  • Banished's Stories
  • Android City Builders & Other Games's Topics
  • City-Builders Website's Banished Toolkit
  • City-Builders Website's Banished Villages
  • City-Builders Website's Banished Achievements
  • Spooky Souls Building's Topics
  • TheoTown's Topics
  • Found Custom Contents's Topics
  • Cities in Motion's Topics
  • SimCity 3000 Resource Club's SC3000 Ordinances

Categories

  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT & Lot Editor Tutorials
    • Modding Information
    • Mapping & Terraforming
  • Other Games
  • Simtropolis Articles
    • Interviews

Categories

  • News
  • News
  • News

Categories

  • SimCity 4 Files
    • Residential
    • Commercial
    • Industrial
    • Agricultural
    • Building Sets
    • Civic & Non-RCI
    • Utilities
    • Parks & Plazas
    • Waterfront
    • Transportation
    • Automata
    • Gameplay Mods
    • Graphical Mods
    • DLL Mods
    • Cheats
    • Tools
    • Maps
    • Ready Made Regions
    • Dependencies
    • 3ds Models
    • Obsolete & Legacy
    • Reference & Info
  • SimPeg (PLEX) Files
    • PLEX Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • SimCityBrasil Files
  • SimCityPolska Files
  • WorkingMan Productions (WMP)
  • Cities: Skylines II Mods
  • Cities: Skylines Buildings
    • CSL Maps
    • CSL Roads & Traffic
    • CSL Vehicle Assets
    • CSL Game Mods
    • CSL Props
    • CSL Programs & Tools
  • SimCity (2013) Buildings
    • SC13 Game Mods
    • SC13 Roads & Traffic
    • SC13 Vehicles
    • SC13 Programs & Tools
    • SC13 User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • SC3K Cities & Maps
  • CitiesXL Buildings
    • CXL Mods & Tools
    • CXL Maps
    • CXL Textures & Props
    • CXL Lots
    • CXL 3d Models
  • Simtropolis en Español's Descargas
  • Club-owners Club's Dirk's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Furry Community's Files
  • Simtropolis Italia's Archivio
  • New Washington's Files
  • Everything about details's Files
  • CityBuildingMasters X's Files
  • City Journal Club's Files
  • Coolio Club For Cool Children's Files
  • Atlantic Energy Co.'s Files
  • Micropolis's Files
  • City-Builders Website's CB Files
  • SimCity Polska Organization's Files
  • Simtropolis em português's Descargas
  • My Little Pony Club's Files
  • SimCity 2000 Resource Club's SCURK Tilesets
  • SimCity 2000 Resource Club's CITY Files
  • SimCity 2000 Resource Club's Multi Object Tilesets
  • SimCity 2000 Resource Club's Single Object Tilesets
  • Simtropolis中文's Files
  • Simtropolis en français's Files
  • NewCity's Files
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Files
  • Southeast Asian Mayors's Files
  • SimCity 3000 Resource Club's SimCity 3000 Starter Towns
  • SimCity 3000 Resource Club's SimCity 3000 Cities
  • SimCity 3000 Resource Club's SimCity 3000 Terrains
  • The Great British Simtropolis Club's Files
  • Roller Coaster Park Builders's Files
  • Banished's Banished Mods
  • Banished's Kid's Mods
  • Android City Builders & Other Games's Files
  • City-Builders Website's Banished Save Games
  • Banished's Modding Files
  • SimCity 2000 Resource Club's MAC Files
  • Spooky Souls Building's Files
  • TheoTown's Files
  • Found Custom Contents's Chinese Sites
  • Found Custom Contents's European Sites
  • Found Custom Contents's Japanese Sites
  • Found Custom Contents's North America Sites
  • Found Custom Contents's Asia-Pacific Sites
  • Cities in Motion's CiM Maps
  • Cities in Motion's CiM Mods

City Journals

There are no results to display.

There are no results to display.

Calendars

  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Club-owners Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Furry Community's Events
  • Simtropolis Italia's Eventi
  • New Washington's Events
  • Everything about details's Events
  • CityBuildingMasters X's Events
  • City Journal Club's Events
  • Coolio Club For Cool Children's Events
  • Atlantic Energy Co.'s Events
  • Micropolis's Events
  • SimCity Polska Organization's Events
  • My Little Pony Club's Events
  • Simtropolis中文's Events
  • Simtropolis en français's Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Events
  • Southeast Asian Mayors's Events
  • The Great British Simtropolis Club's Events
  • Roller Coaster Park Builders's Events
  • Android City Builders & Other Games's Events
  • Spooky Souls Building's Events
  • TheoTown's Events
  • Cities in Motion's Events

City-building game(s)

Found 21 results

  1. Hi, everyone: Is there no "Drag.ERD" and "Ht.Trans" for NAM 44 version?where is “On-Slope” ?How can i make 7.5m & 15m bridge?
  2. Introduction: I hope you'll forgive me, but I'll include answers to your last comments in my next regular CJ entry, to keep things easier. In today's special entry, I shall demonstrate my personal way to make transitions between different water systems and between ploppable and in-game water. First of all, I need to mention that I sometimes struggle myself with this one: No one ever made a comprehensive water system including MMP's, lots, and water mod. This situation will always result in some trouble, such as strong color difference, or straight lines at transitions. I've found some ways of living with it, but none of them is perfect, and I really believe no one will ever care that much if you people reading this won't be able to make a perfect transition, either. I'll try my best, however, and so I whipped up a few images made in a sandbox region. Chapter 1: Knowing what's going on With that, I simply mean you should try to get a feeling for the colors of your plugins in your Plugins folder that deal with ploppable water and your water mod. The simplest way of trying this out is plopping a few samples just somewhere in a sandbox region and then comparing the colors. I already mentioned something like this in my last special entry, but I'll illustrate this again with some pictures. I'm having quite a few water systems in my Plugins folder and I think the following combinations go very well (from top to bottom): Pegasus' Tahoe water and Neko's brooks RFR Plopwater system (the 2nd orthogonal piece) and Pegasus' Stream/Pond Kit RFR Plopwater system (the 2nd orthogonal piece) and diggis' water Of course, it's not perfect: The 1st combination has to deal with a visible altitude difference between the MMP's and the brook. With the 2nd combination, the MMP is much larger than the prop on the lot. And with the 3rd combination, the textures are a bit different, despite the same colors. Don't worry, we will solve this now. Chapter 2: Troubleshooting We've already seen some of the trouble that attempts to connect different water systems can cause - despite having similar colors. Fortunately, with a certain amount of MMP work and patience, several problems can somewhat be resolved: Suggestion 1: You can hide some parts under rocks. This is already a big help, although especially the 1st combination is really troublesome (make sure to check all 4 rotations with this one!). Suggestion 2: Just hide some nasty transition line (especially with the 1st and 3rd combination) behind something big, such as a tree. Sounds like a cheat - and it is one. But if you can pull it off cleverly, no one will complain. Suggestion 3: If there's a road or street somewhere, you can just use lots that fake a bridge to do the job for you. This picture illustrates all 6 possible combinations between Pegasus' CSK, Pegasus' Stream Kit, Neko's brooks, and diggis' water system. May look a bit odd, but this is a combination especially useful for urban settings, and maybe some big development can hide the fact that the railings of the bridge look different (or distract from it). Suggestion 4: If a larger river needs to meet a lake, make a delta, to reduce the size of the river arms. This series of 4 pictures illustrates it. Extra notes: Usually I'm placing the water first, but since I'm resorting to very big rocks in these pictures, I needed to place the rocks first. I'm making it especially difficult by offsetting parts of the lake by 1 tile. Even this can be solved. Suggestion 5: The RFR small turbulence piece and my own waterfall lots fit anywhere. Really. Looks sometimes boring if you do that 100 times, but it is possible and actually even more realistic than one would think since in real life, if there are two bodies of water with different color somehow connected, this frequently happens at elevation differences, or locations such as river estuaries. Again, two pairs of pictures to illustrate it. On the second picture, I'm again using a tree to hide a sharp transition, on the fourth, I'm dragging a thin line of small rocks at the bottom of the water fall to make the transition between the turbulence piece and the dark water look a bit more realistic. Chapter 3: Transitions to in-game water Now comes the ultimate horror (really, I also don't like this part): Making a transition to in-game water. Yet despite all the trouble this caused me over the years, a coincidental discovery helped me with that. The main two issues with this challenge are: There is barely a case where an MMP or a system of ploppable lots really fits a water mod. And this is especially troublesome if a large river needs to meet the sea. Sometimes, you can resolve that by zooming out, but usually, this is a nightmare. So, in most cases, I'm just resorting to the usual strategy of using turbulence pieces and making a delta. Which is still somewhat realistic. The only thing else that might help you is a bit of planning: Is it really necessary to make 20 transitions to in-game water, or can you "redirect" a river to flow into another river to keep the amount of transitions low? Do you want to simulate a river with in-game water or will a river made by MMP's or lots do? Usually, I'm trying to keep the number of large rivers flowing into the sea as low as possible, and I only leave the sea as in-game water - everything else is MMP or lot-based. As for the second issue: A picture may tell more than a thousand words. Even in this case, we see that something is off, and no matter what we do, it will never look right: The reason is something that may surprise you: The fact that one can see the beach through the water surface too easily makes it very difficult to make a visually pleasing transition into in-game water, even if it is realistic. Don't worry, this can be resolved by modifying some settings in your terrain mod. If you have some basic knowledge with Reader, you might want to make some changes there to reduce the transparency of the water to help with that. If you are new to modding the game, please note: This is one of the few instances where making a change in Reader will immediately be reflected in-game without the need to bulldoze something, but do not try to do this with lots! Step 1: Find out the files of your terrain mod, make a backup first, and look for the exemplar file with the TGI 6534284a-88cd66e9-00000001. Step 2: Change the property WaterDepthForMaxAlpha to a lower value. I believe Maxis default is 24 (in m below sea level), I usually like to keep this at 2. This means that at this many m below sea level, water becomes opaque, and by lowering this value, water will lose its transparency at a much less depth. Save, exit, and start the game. Result: I personally prefer this over anything else, this setting still allows me to place underwater flora, although it requires me to terraform the seabed to make it really shallow. So you might want to experiment with this setting in order to find out the best value for you, depending on whether you are more frequently working with underwater flora or difficult transitions into in-game water. Chapter 4: Some download links These links contain some downloads you might be interested. Unfortunately, diggis' water system and Pegasus' content come with many links, and I can't find Neko's brooks anymore, so this list is rather short for now. I'll try to expand it if possible; I suggest that you make a Power Search for the author diggis over at the LEX. You might also want to click on the link "Find their other files" with Pegasus and Paeng, to help you find their other uploads and download more interesting stuff. RFR Plopwater System: https://community.simtropolis.com/files/file/27199-rfr-plopwater-pack-1/ My own waterfall lots: https://community.simtropolis.com/files/file/32036-small-ploppable-waterfalls/ Paeng's turbulences and transitions: https://community.simtropolis.com/files/file/26557-paengs-turbulences-and-transitions-volume-01-and-volume-2/ Pegasus' Pond Kit: https://community.simtropolis.com/files/file/12329-peg-pond-kit-ii-deluxe-edition-v206/ Pegasus' Stream Kit: https://community.simtropolis.com/files/file/12426-peg-stream-kit-deluxe-edition/ Pegasus' PPond Kit (comes with the dark blue Tahoe water): https://community.simtropolis.com/files/file/21661-peg-ppond-kit/ Edit: Neko's Brooks: http://hide-inoki.com/bbs/archives/sc4_0858.html Edit 2: diggis complete ponds and streams: https://www.sc4evermore.com/index.php/downloads/download/14-park/108-sc4d-LEX-legacy-bsc-diggis-complete-ponds-and-streams
  3. Should this transition work in RHW-6S? I deleted the diagonal road to ensure it didn't factor in to the problem, placed the height transition, and then connected it on both ends to existing L0 and L1 RHW-6S. No amount of clicking around the RHW network nearby makes it switch over to working.
  4. I'm coming back after a year or so and feeling like Rip Van Winkel, with NAM going from v.36 to v.40. I love most of the changes, but one that's driving me to distraction is the new on-slope RHW height transition piece. The old one let you drag through and it would pick up the new height. It doesn't seem like the new one works that way, and I'm having to place a starter. This is messing with some of my standard overpass designs. In the image below, I used to be able to bridge a single tile between them, but now I can't do that because I have to place a L1 starter? I'm confused as to why this change was made and whether or not it's possible to revert back to the older style height transitions, which IMO worked perfectly. Can anyone on the NAM team shed some light on this for me? Surely I'm doing something wrong here.
  5. Hey everyone: I'm carrying out a new project and I have encountered a small inconvenience. I'm implementing a new Tiled Path and I need to put a node between the raised and bridge segments (see image) but I don't know how. I 've tried a bit of everything, with Middle, Transition and Middle, until changing the Class-Level, but when I change it to the elevated it also changes the one of the bridge. Does anyone know how to do it, or is it impossible ... Thanks
  6. I seem to recall that roads and streets used to sort of blend into one another smoothly graphic wise, am I imagining things? Like in this screenshot; You can see that the roads and streets blend into one another nicely. Of course I'm not using the vanilla streets as in this screenshot, but even before I installed the rvt tar sealed streets the vanilla streets were still ending abruptly when changing into roads instead of the smooth transitions I seem to remember.
  7. Version 2.0.0

    1,065 Downloads

    Let me introduce you to the Heretic-Caribou GLR Ramp Transitions Relot. UPDATE NOTE: a) Well, I expanded the set with the third ramp, which is the L0 (ground level) to Underground, and as the previously indroduced L2 to Underground this has the same dual function. It's working perfectily with the FLUP or Underground TRAM system, or you can connect to the subway system. b) Fixed LHD paths. Somehow I forgot to reverse the paths in the previous upload. These lots have 400k capacity to provide pass through traffic, but they don't have the typical transit station function, so people won't switch between networks. The original Caribou lots don't have custom transit paths which would allow the tram/el-rail cars to follow the line of the tracks on the ramp, they are working as transit stations. One side the the El-Rail network drop the passangers down and the other side the other network pick them up, but those lots are NOT UDI enabled. My new lots HAVE custom transit paths, so the automata can pass through the lots without switching between networks and the UDI is working seemlessly with these new lots. Also the L2 to Underground versions have direct El-Rail/GLR to SUBway connection via restricted direct transit switches. The real extra is that the L2 to Underground transitions are compatible with the FLUPs or Underground Tram networks. If you find any problem/issue or you have any further question about this or any of my projects, please, visit my development thread on Simcity4 Devotion. LIST OF ITEMS: * 6x1 Heretic-Caribou L0 to Underground GLR transition. It doesn't have specific station function, but it has a nominal 400000 passanger capacity. - NEW!!! in V2 * 8x1 Heretic-Caribou L2 to L0 GLR transition (industrial). It doesn't have specific station function, but it has a nominal 400000 passanger capacity. * 8x1 Heretic-Caribou L2 to L0 GLR transition (urban). It doesn't have specific station function, but it has a nominal 400000 passanger capacity * 9x1 Heretic-Caribou L2 to Underground GLR transition (industrial). It doesn't have specific station function, but it has a nominal 400000 passanger capacity. * 9x1 Heretic-Caribou L2 to Underground GLR transition (urban). It doesn't have specific station function, but it has a nominal 400000 passanger capacity. For more details such as installation and infromation about the lots please READ the provided Readme (which contains all the necessary dependencies aswell). Dependencies (Be prepared, there is a billion of dependencies): Caribou Long Slopes Special thanks goes to @Simmer2, who made these awesome files available for the STEX community and of course for Caribou who made these nice ramps. Have fun and enjoy! - Tyberius06
  8. Hello All, Looking for some tips and advice on how to build a realistic transition from light residential to agricultural zoning on the edges of a city. I typically start a city by zoning all Agriculture and then working from the middle outward decreasing density as I get further from the middle. The result is usually light residential and/or industrial zoning bordering directly onto agriculture. Would you leave a gap of trees like a Green Belt instead? The snapshots provided are for a larger city I am starting so I didn't bother to zone the middle sections as AG as I plan to prezone Res and Commercial in this case. Thank you for your suggestions, looking forward to it.
  9. Hello All, I was wondering how one might transition GLR to regular ground rail (heavy rail)? It is probably some easy thing that I am just missing. But, any help would be appreciated. I want to connect the GLR networks of two different cities. I would have trouble using elevated rail in this particular situation. Although, if that's the only way, I guess I will have to make it work. Anywho, is there a lot for this transition from GLR to rail? Or something included in the NAM? Thanks again for any help.
  10. On slope transition Elevated Dragable Rail to Rail ! Elevated plopable rail pieces are nice with a pair of on slope transition pieces; elevated dragable rail however doesn´t yet have one. Caribou Long slope to ground and underground are nice but a straight like level embankment sollution like the above mentioned transition would be nice ! Sincerely yours, kschmidt
  11. Hi all! I always get stuck at creating a realistic skyline because there is no such thing as "medium density zone" as there used to be in Simcity 4, which makes it difficult to make a smooth transition from low density houses to apartment buildings :(. Would you mind giving me some advice on this? Thanks a bunch
  12. AVE-2 to AVE-4 transition

    This happened when i placed a low density residential zone next to an AVE-2 to AVE-4 transition. The pavement moves to it's correct position when I place higher density zones.I don't know if this is usual, but if so, I Hope to see it fixed in NAM 35. If there is a better subforum for this, please move this thread there. Personally I couldn't find one.
  13. Urban Transition

    The highway splits the Industrial and residential parts, using walkways and a really short walking distance it greatly reduces traffic
  14. Version 1.0

    6,832 Downloads

    Hello all! Regional Udon 40m Elevated (Highways) , 20m Transition for conect on 20m Elevated Udon ^^ For Offline use only. How to Install?? 1: Make Sure Install : Project Akar : Ui Enhancement 2. Download the mod. 3. Right click the rar file > Extract 4. Copy and paste the package file into your SimCityData folder. 5. Two SubMenu add "Elevated Ramp" , "Elevated Highways." Need Original Udon 1.9 By Xoxide Here Not Compatible with : • BoC • UDoN-Addon • Bridge and Tunnel mod
  15. Version 1.0

    4,079 Downloads

    This lot will transform your delicious GHSR into a lovely subway. I would very much prefer it if at the other end of the tunnel you used the same transition, but anyway, this lot has the same bug as the OPTIONAL dependencies in the fact that if you have SimGoober bus stops, you will have a SimGoober Query window. Anyway, this lot unfortunately uses a bus stop as a base, so will have a bus stop window instead of a rail. But that doesn't matter. Please rate and comment! This lot uses NAM, has_dependencies, and Xyloxadoria props. Lotting and enabling by Fatherted. Dependencies: Elevated Network Props by Xyloxadoria Network Addon Mod (Windows Linked) has_dependencies.dat (FIRST green download button on the page) High Speed Rail Project (Duh) (Windows Linked) Optional: Car to Subway Transition and Desirability Increaser Car to Subway Extension Pack NDEX made some cool rail and GLR to subways, so I won't be doing those.
  16. Version 1.0

    7,938 Downloads

    Dependencies for Desirability Increaser (Museum, found in education, Capacity 500) BSC MEGA Props - CP Vol01 BSC MEGA Props - DAE Vol01 BSC BAT PropsMattb325_Vol02 About the Desirability Increaser: Over 30 tiles, 100 desirability for all RCI will be offered. You earn 2500 from it, and it costs 500 to run as a museum. This might be considered a cheat, but I call it a high costing specialist art museum. Dependencies for the Car to Subway Transition (Capacity 75000 cars to subway and vice versa, found in Misc. Transit) NetworkAddonMod (Can be found on Simtropolis) About the Car to Subway lot: This lot utilises the NAM team's and Marrasts underpasses for realism. Thanks! If you have any Simgoober bus stops, extra statistics that are completely unrelated will show up, and it the query window will make it look like he made it, so PLEASE don't rename this lot. If you don't have Simgoober Bus stops you will just get default stats. Having Simgoober Bus stops makes no difference to this lot, it is purely optional. This lot converts car to subway. DO NOT UNDER ANY CIRCUMSTANCES intersect this with a real subway unless you want to call it underground parking, or something like that. It connects the end tile to the road in front. It is not UDI enabled. Buses were not included due to cars magically turning into buses and vice versa. Please comment and rate! Extension Pack: With Avenue, onewayroad in and out, and street transitions for car. VERSION 2 LINKED!
  17. Version 1.0

    8,289 Downloads

    This package contains 2 OWW2 lots that allow smooth transitions to the older OWW styled lots which were wider and use a different decking texture. Included are a left-side and a right-side transition lot. Both lots are 2x3 in size and fully OWW2 compliant. Most properties are similar to the OWW2 1x Plaza lot. * As these lots would only be used by those who also use the older OWW set, these lots are positioned in the Water Transportation menu along with the older OWW lots... and use the older OWW style of icons. For help creating the perfect terrain for CDK lots, we strongly recommend reading The Official CDK Tutorial. ** This lot requires the following dependencies PEG-CDKM Marina PEG-OWW2 Resource Pack 1 All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  18. GLR to Rail BETA

    Version 1.0

    6,607 Downloads

    As stated in a thread by SuperBeber that the NAM lacks a GLR to rail transfer. This lot does it. Please note that this is only a BETA version there will be more better versions to come. Right now this is NOT U-Drive-It enable, and tram or trains do not enter the lot. Although they dont go into the lot the passenger are still transfered from one system to another. Installation: 1) Extract the file into you My Documents/SimCity 4/Plugins folder 2) the file appears in the misc folder Dependencies(is that spelled right?) sorry I cant spell 1) The NAM 2) Thats it only the NAM! If you have any problem in the game please PM me. As always please rate and comment :-)
  19. Version 1.0

    17,573 Downloads

    These lots can be used to simulate a GLR tunnel. Use the subway tool to connect the tunnel entrances. There are two lots included, one for more urban settings with a concrete base texture, and a rural one with a grass base texture. Note: The lots will align automatically to a network (street, road, oneway-road,...) that runs parallel to the GLR tracks. In uneven terrain, it might be necessary to level the ground a bit to ensure a proper (visual) connection between the lot and the adjacent GLR tracks. This BAT was released on the now defunct GLR homepage by GoaSkin, so you don't need to re-download it if you have it already. For this release, I extracted the lots from the all-inclusive DAT, so you can choose what version (urban or rural) you want to install. Obviously, you'll need the Network Addon Mod for the GLR tracks. Thanks to morifari for creating this useful addition to the GLR mod!
  20. Version 1.0

    34,374 Downloads

    The GLR transition fills a gap in your transit systems by connecting your Ground-Light-Rail puzzle pieces with your subway network. However, most of the work on this was not done by NDEX members, but rather the GLR team. They converted our Rail-to-Subway Transition so it runs GLR trams through it. Thanks to: GoaSkin for making the custom paths Andreas Roth for making the icons and other modding Lot Stats Size: 3x1 Plop Cost: $1,200 Water Consumed: 10 gallons/month Power Consumed: 30 kWh/month Pollution: none Dependencies NDEX Global Essentials NDEX Rail-to-Subway Transition: Uses the usual NDEX query. Like every other plugin, you unzip the files into your SimCity 4/Plugins folder.
  21. Version 2

    94,813 Downloads

    Pathed by Redlotus; modelled by Fosterk, Decius, DuskTrooper, and N74704. A fully-functioning network-enabled plop allows the connection of railroad tracks at the top of the ramp descending down to a connection to the subway network at the bottom is now a possibility! Trains visually descend into the 'pit' thanks to Redlotus' pathing for the lot. (thanks!) I happened to have stumbled upon the fact that referencing non-existant base textures in the game results in a 'see-through' effect, just what was needed for this lot and its LODs to work 100% correctly. Note: Like the Maxis network transition (el-train-to-subway), this lot has a minor 'bug' that is visual only. When plopping items around the lot, sometimes the ground texture of SC4 will 'cut through' the lot. The easiest way to fix it is to go into sub-terranean view then quickly return to surface view. It should look normal now. LOT DETAILS Menu: Subways and Misc. Transit Lot Size: 3x1 Plop Cost:
×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections