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Showing results for tags 'transparent'.
Found 5 results
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Version 1.1.0
154 Downloads
Use these lots to reserve space for future development. The lots are completely neutral, providing no positive or negative effects. There is no plop or bulldoze cost, though there is a $1 monthly cost (if you open the Landmarks budget, you can use this to tally how many of these lots you have plopped in a city). Four lots are included: 1x1, 2x2, 1x5, 5x5. Find these lots at the top of the Landmarks menu. There are four color options. Choose one of: purple, cyan, red, and white. For more information, including instructions to create your own colored texture, refer to the included readme file.- 3 Comments
- 2 Reviews
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- 18
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- reserved
- transparent
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I’ve been playing SimCity 4 on this computer for months with no issues, but just in the last week I’ve had a problem with the new zoning and new roads not showing up hardly at all. It makes it difficult to see where roads will end up inside of zoning and connecting several roads together for expansion in the city. After I’ve placed the zoning then it shows up like normal and once roads are built then they show up like normal, it’s only a problem when placing new zones and while roads are being constructed. Buildings and infrastructure also flicker when the camera is moving. Any help with this issue would be appreciated!
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Hello, I figured out how to make transparent water...after many days of trying all kinds of tedious stuff and reading these forums. I'm new to mod ding but I'm a quick learner. It was actually a pretty simple thing once I figured it out. What I mean by transparent is you can see the entire bottom, I have a black sand plopable prop that can go under water, I can dig a hole all the way to the lowest point, the very bottom, and plop a line of the black beach sand from above sea level, down to the deepest portion then beck up above the land and see it all. It doesn't work for the sides though but you can control the color and how see-thru it is. The trick is to add an alpha channel. The original maxis water textures are lacking the alpha channel. It only works for the 300s (09187300-09187304). If you shade it a different color, like green, you have to adjust the 13's (00000013, 113, 213, 313 & 413) to a darker shade. It's a little tricky getting the shade right because when you combine the Alpha channel with the shade of your 300s it lightens the shade. I just prenamed the bmps with the TGI as if GoFsh extracted them, (7ab50e44-891b0e1a-09187300-C0) & a separate bmp for the alpha channel (-A0), then load it up, open the color bmp with GoFsh, the alpha file will load itself if named properly with the "A0" extension, then GoFsh will merge the two and show what shade of your color it will produce(the color lightens once merged with the alpha). Then Adjust the sides, c9efb727 & 69efb6f8, to match the shade of the alpha and colored picture merged (I just used solid colors because if you use a pattern it just doesn't look as good to me, I tried that but didn't like it). After seeing the shade (I just kept it open in GoFsh), make the 13's much darker, make the two sides, top(6f8) and bottom(727), the same shade as the merging of the 300 with its alpha. Then, you can try to adjust you 14's however you like (for the base of the shallow water). As far as I know, all the alpha channel is, is gray, how dark or how light it is will effect how transparent the water is(lighter gray alpha = more opacity, etc). Even at 90% opacity I could still see the black sand run across the deepest part of the sea, as low as its possible to make it, with a dark color as a test (dark green with 90% opacity), while 50% opacity was very easy to see the entire floor of the sea, so much that I had to go ahead and smooth it out with the smoothen god mode tool. Pictures attached, I think they'll show? It doesn't seem to work for anything but the 300s, the sides do not become transparent when adding alpha images (as far as I know). To get the original alpha, I opened my solid or textured image in GIMP 2.10, adjusted the opacity to the desired level of transparency, duplicated the alpha channel, copied it and pasted as a new image. For some reason, when I tried to save the two images seperately (an alpha bmp and a colored bmp, GIMP would make both of them the alpha photo (I'm new to even knowing what an alpha is). I also have Paint.net, so I just made my color photo in that one and used the alpha I saved from GIMP, when I color picked the alpha in Paint.net, it was simply one solid shade of gray, so for the other apha channels, the 16x128's, I just resized the photo but never achieved transparency for the sides, so I just matched the colors with my color bmp(after merged with the alpha in GoFsh). I tried to go all out with multiple shades, hoping I could fade the sides down from blue to dark green but as far as I can tell it had no effect(other than making the sold sides not match the tent of the see-thru water). Merging the 16x128 alpha with the side colors still gave the lightening effect so I simply removed those alpha channels. In the end it seems that only the 300s can handle the additional alpha channel to add full transparency. More than likely, all you have to do is make a gray bmp to merge with your 300-304 main water textures (or solid colors) in GoFsh, put the 'A0' on the end with the proper TGI's and it will build the missing alpha channel for the main water textures and apply full shaded transparency in-game. Maybe that's how pipe mode works? Without the tint? Anyway, that's about it. I would upload them but it's a fairly simple process to make, the end result is nice though. I may try 95% opacity tomorrow, I still like to use GIMP for the creation of the alpha channel, just so you have a measurement to go off of, like specifically setting the opacity to 90% to get the right shade of gray rather than guessing, you can tell a difference, a rather significant, from 50% opacity to 90% opacity. It was much harder to see the full shape of my sea floor at 90% opacity while the photos attached are at 50%, while it has color, that just seems a little overboard, too unrealistic . I'm going to see what 95%+ looks like tomorrow, it should look more realistic.(also making more realistic shades, these basic colors were for testing, you lose patients when packing hundreds of dats with fsh files in 4 days, so these colors were just slapped in for testing purposes, now that I know how to get the desired effect, I will spend more time making a few shades that look more realistic, perhaps a blended color so it's not like stained glass)
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Version 2
3,119 Downloads
Transparent Power Utilities By Craig-Abcvs This pack contains two lots, that are designed to power lots in remote areas that use effects or props that require power. The lots have no visible props or buildings and have a transparent base... when plopped nothing will be visible. Nada, nothing, zilch. This is to allow terrain detailing with any MMP Flora of your choice. The Transparent Transmission Utility lots can be used to bring power from anywhere in the tile without spoiling the look of your pristinely detailed wilderness with transmission towers or visiable power stations. Turn on the power view in your Mayor menu and then evenly space the transmission lot across your tile to where you need the power. The power will now extend two grid squares around the transmission lot. Place the next lot two grid squares away from the green power view edge, and so on. Menu: Power Stats: Transparent Power Utility Plop Cost - 500 Monthly Cost - 50 Life Span - 75 years Pollution - 0 Flammability - 0 Hard Failure - 0 (Does not explode) Power Generated - 500 Plant Type and Sounds - Wind Transparent Transmission Utility Plop Cost - 10 Monthly Cost - 0 Landmark, Park, Pollution - 0 Power - 0 Flammability - 0 Installation: Unzip to Documents/SimCity/Plugins These lots have no dependencies... incredible but true!- 37 Comments
- 17 Reviews
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- 7
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- craig-abcvs
- power
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Version 1.0
37,823 Downloads
Updated June 21, 2008 This pack contains GLR Station and Rail/GLR Interchange Station lots, using specially made and modded BATs, so as to become semitransparent, ie allow the lot textures, props and automata in the interior to show through. For example, the rail-track textures in the pics are not modelled, instead they are the lot's texture, and of course the train, people and the kinetic sculpture props are visible. The pack contains 9 lots, 3 GLR Stations and 6 Interchange Stations, in various sizes and connectivity configurations. The Small GLR Station is placeable directly on track, thus requiring no additional space. All other do stations require some but offer parking facilities as well, so that they can serve larger areas, instead of just the buildings within walking distance from the station. The lots use prop families, so you will get a slightly different prop combination each time you plop them. The stations are also specially modded, resulting in the following features: The interchange stations with through rail track all allow both passenger and freight trains through traffic. They do not perform traffic conversions from and to the tracks touching the station (a problem quite common to other rly station lots), only from and to the tracks entering the station. The through traffic paths/arrows appear as straight and continuous lines instead of interrupted ones. And they should work on the Mac! (get FileJuicer to extract them) Capacities may look high, however this is to offset the effect of the through traffic (a problem common to all stations that are built on the tracks); all other stats are on par with Maxis standards. June 21 2008 Update: Fixed a bug with the transit switchings, concerning the four Interchange Stations (Small and Large) with dual track. If you have installed the Draggable GLR Patch for these stations, please remove it (it contains the same bugs). Refer to the documentation for details and instructions on how to connect to draggable GLR track. Dependencies: BSC Textures Vol 01 (Former "BSC Textures MEGA Pack" on the STEX) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 BSC MEGA Props - SG Vol 01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 Related Download: Track Textures for Cogeo GLR Stations 20110918 by ebina (Updated link) http://www.mediafire.com/?d4bd23juke2cg0p View my other lots on the STEX https://community.simtropolis.com/profile/45188-cogeo/content/?type=downloads_file

