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City-building game(s)

Found 23 results

  1. I've been away from SimCity 4 for awhile, but I'm back! In the 4-5 years since I last played, my eyes have gotten older, and my screen resolution has gotten bigger. Has anyone come up with a way to implement UI scaling for SimCity 4?
  2. Scoty Network Icons

    Version 1.0.0

    202 Downloads

    This pack contains icons (100+) to replace the Maxis and NAM Network tools. The "station" icons are not affected. ... for now! Installation Simply unzip in your ..\Plugins directory, keeping the tree structure ... is it still useful to remind you? pâh! WARNING This pack is a little New Year's gift for the most daring among you. Scoty declines all responsibility for the various psychological disorders caused by the use of this icon pack. Be careful! J’t’aurais prévenu !
  3. Scoty UI Carbon Skin

    Version 1.5.0

    1,029 Downloads

    This Mod replaces the SC4 interface. Its dominant colors are Anthracite and Gray. And not only ... More than a simple graphic layer, CarbonSkin offers light retouching, corrections and repositioning of interface objects. Also slight adjustments to fonts (+1|2 points). Nothing too disruptive for this version (the next one perhaps ). And a new icon set. “old”* players will find their way there. The choice of gray, rather than full anthracite, is a compromise with my original intention. It should be noted that certain «Budget» windows are generated in the EXE where the text color is forced to Maxis Blue. In addition, hundreds of query windows and buttons (partially) personalized in the plugins - follow my gaze to the BSC team ;-) - retain the Maxis colors, ... !! What this interface does or does not do CarbonSkin doesn’t make your breakfast, even though its round head looks like a coffee maker. It does not support the small screen interface (800x600), «tutorial» mode, Developer mode or non-transparent mode - details below. Scoty Carbon Skin supports|redeclares and adapts the following plugins : DAMN Manager .. >> .. STEX damn-manager ... Small buttons for easy navigation NAM (47... ) .. >> .. SC4E NAM ... More compact Queries-windows ... ! GTM «GodMod» .. >> .. STEX god-terraforming-in-mayor-mode SAVE WARNING button .. >> .. STEX save-warning ... Only the A option («Disabled») !! Added translation in 12 languages ** YELLOW PAUSE REMOVER .. >> .. STEX smp-yellow-pause-thingy-remover RAISE UI MOD .. >> .. STEX raise-the-ui-mod ... 40 px sup. REGION CENSUS DLL .. >> .. STEX region-view-census-ui-dll-plugin CAM 2.5 - RC2 >> Only on request (PM on Simtropolis) CENSUS REPOSITORY FACILITY v4.0 .. >> .. STEX census-repository-facility-v40 ... Choose [... 4_Expanded.dat] or [... 4_Regular.dat] as your plugin installation. RCI DLL Query Upgrade .. >> .. STEX rci-dll-query-upgrade 3.0 ... Choose one of the 5 window styles (A to E) as your installation of this plugin. Submenus DLL .. >> .. STEX submenus-dll Data View Extensions DLL .. >> .. STEX ExtendedDataWiew Extended Terrain DLL .. >> .. STEX ExtendedTerrain v. 1.5 : Building Style Control UI for the Building Styles DLL .. >> .. STEX BuildingStyle UI CAM 3 - Casino Specialization .. >> .. STEX CAM Casino CAM 3 Core Files .. >> .. STEX CAM Core Files Installations and recommendations Drop the directory contained in the ZIP: [ z____scoty_mods ] as is into your Plugins\ directory. It is imperative that ScotyCarbonSkin loads after any plugins modifying the interface. If you have installed all the plugins mentioned above, nothing more to do! Otherwise ... Open: z____scoty_mods\z__Scoty_Carbon_Skin\. Delete files ending with the name of plugins you don’t have installed. (They start with a w_, y_ or z_). HOWEVER ... I cannot recommend enough that you keep «SaveWarning»: [w_scoty_Carbon_CB_SaveWarning_optA.dat] .. and read the CycloneBoom article for this plugin. This plugin is fully redeclared in ScotyCarbonSkin. Game setup As mentioned above, this Mod requires being in Interface transparency. Make sure you have checked this option in the «Graphics options» panel. If not, nothing dramatic, just ... the ugly Maxis buttons come back, aaargh! So ... Due to lack of knowing how to do it properly, I did not translate into Japanese, Chinese, etc. Non-Roman Characters. Any help in this direction will be welcome. * if you play SC4 after 20 years, you’re not that young anymore.. sorry! As for the others, don’t smile, it will come quickly!! Waaaarf ! ** English, French, Dutch, German, Danish, Swedish, Norwegian, Finnish, Polish, Italian, Spanish, Portuguese
  4. Version 1.0.0

    91 Downloads

    Ever wanted to take clean screenshots without the "minimize button" in the lower left corner? This mod is meant to be an improvement of @Swordmaster's Minimize button remover. As this button is used throughout the user interface, completely removing it also removes it where it is required for navigation (ex.: the "Trip types" window). While when removed, it's still possible to click it, it is hard to find or know it's there. The improvement of this mod is that it only removes the button's "on hover" icon. This way, it only disappears when hovering it and remains visible otherwise. It also removes it's label ("Show toolbars"), but only when it is used as the toolbars' "maximizer button". One simply has to hover the button while taking a screenshot to make it, momentarily, completely disappear.
  5. Are there any tools for discovering the UIPanels in the UI? Something similar to ModTools Scene explorer but for UI elements (or does ModTools already do this somehow?) I've got some information in my mod that I want to expose by adding some additional UI elements to the Budget and some InfoPanels and while I've found code that does similar things it all relies on already knowing the names of components to find so you can add to them. I can just walk the hierarchy of components and write it all to logs, but that still largely relies on me already knowing what exists so i know how to inspect it and write code to dump that to the logs. I've looked at the decompiled source, but can't find a way to find a way to search that source as text, so i can look for names of UIPanels, etc. Thanks, Arne
  6. Black and white UI

    Found this pic on Facebook and couldn't get an answer. Anyone know where to find this custom black and white user interface? The only one I can find on the net is the blue one.
  7. Hi. When going from game window (fullscreen, 1080p) to any other window it loses it's original size. Changing from 1080p to 4K fixes the issue but the UI becomes too small. The issue happens both from alt-tabing and windows key. Windows 10 20H2, system res is 4K, DPI default, GTX 1080ti.
  8. Lot Editor Expanded Preview Panel

    Version 1.0

    1,250 Downloads

    This mod improves the Lot Editor UI to support a wider width of the preview panel. Long ago Maxis developed and released the LE tool for SC4 custom content creation. One thing has remained the same though in how the lot preview shown is in a tiny narrow letterbox gap, making it difficult to actually see what it looks like while adding props and textures. For many lotters (myself included), we've adapted to this limitation, and it's become just the way it is. Until now anyway... My mod is comprised of a small yet significant user interface tweak which makes the left hand panel wider, and then re-positions the rotational controls, the pan hand, and the zoom function. Here's a Before / After comparison: The technical difference is 335 pixels originally, compared to the new expanded 800 pixels wide of this mod. Also if looking closely, on the left side panel you'll see I corrected some very small alignments with the UI elements. Not that those matter, but I figured to fix them up while I was in the process of editing. Alternatively, you may prefer to use a slightly narrower width with a 500 pixels wide version: Lot Editor Expanded Preview Panel v1.0 (Medium Width 500px).dat Of course, the PIM-X tool has helped provide a more powerful and feature-rich lot editor for the game. As such my modification is by no means a replacement for what PIM-X provides in abundance, with its own full screen editing capability and various other advantages. Although for those of you like myself who are still used to the tool Maxis made as a comfy pair of shoes, then it might be a highly beneficial enhancement. Installation & Setup This mod uses the standard process of installing SC4 content. There are no dependencies. (Of course, other than the Lot Editor itself, available to download from the Maxis Files index.) Simply copy the included .dat file into your Plugins folder. This will be loaded up by the LE and apply the custom UI modification. The important step is to edit the target shortcut for what the Lot Editor uses. To run in full screen, find (or create) a shortcut to the LE itself, then go to the Target box and apply the -f parameter, followed by the desired screen resolution to set. For example, here on my 1600x900 monitor I use: In the form of: -f -rWIDTHxHEIGHTx32 Alternatively it can be run in Windowed mode with the -w parameter instead: Such as using: -w -r1366x768x32 It'll be worth experimenting with the width and height to find what fits best for your own monitor. Compatibility Note You may also find adding the -d:soft parameter is needed depending on your system's graphical capabilities. This enables software rendering, much like the equivalent -d:software option for the game itself. For example: -f -rWIDTHxHEIGHTx32 -d:soft You may also find enabling a compatibility mode on the shortcut tab could help. See the comments below for more info about this, and how surprisingly using Windows 95 compatibility was found to help. Using a graphical compatibility wrapper such as DxWrapper is useful for additional configuration options, especially on wider screens. More info on this can be found in the thread @Durfsurn posted. As follows: Special Mention Thanks to @Raymond7cn for inspiring me to reinvestigate this from his thread. Your idea made me look into this again, and sure enough here it led to this mod being created for anyone who might find it useful. Also for Maxis who made the Lot Editor in the first place, which paved the way for early inspiration of custom content as we know today. The ability to create lots is something I remember being in awe about when I first read the Prima guide, and none of this would be possible without those initial stepping stones the Maxis developers laid. We are so very grateful. And last (but certainly by no means least), thank you Cori for helping proofread and test the upload prior to this release. I so greatly appreciate your kind and caring support as always.
  9. Colourful UI Mod

    Version 1.0.0

    1,090 Downloads

    ================================= Colourful UI Mod v1 ================================= I hope to bring diversity and new ideas, so I made these colourful UIs for you, They are Cinema Time(named by me), Light Charcoal(named by Cori), Little Olive(named by Hugues), Retro Childhood(named by Hugues) and Rose Pink(named by Terring). Frankly, I still use vanilla SC4 UI though i've made them, It's hard to make further progress on one artwork, whereas i thought it's not too bad if we could have some occasionally for a change. Many thanks to Cori and CB and Hugues and Rivit and Carlos and Terring !! @CorinaMarie @Cyclone Boom @Terring @hugues aroux @rivit @carlosmarcelo They helped me with much experience and kind guidance, I would've still struggled with issues without them. So in fact, it's a team effort. Thanks My Dear Friends. -- Raymond DEPENDENCIES: ------------- There are no dependencies required for this file. INSTALLATION: ------------- To install, simply unzip the contents of One UI Mod into your Plugins folder. I made change on color of text(News window title, RCI and Mayor Rating in main panel), If you don't wanna English you don't need that UI_[Mod Name]_Text.dat, Or you could modify the LTEXT file's content with other languages.
  10. Version 1.0.1

    1,489 Downloads

    The WMP Essentials v1.0 is a must have dependency pack for all the previously released WMP custom contents by DocRorlach. It completely replaces the previously released wmp_dummies.dat file. This is a dependency package, and it doesn't contain any ploppable or growable elements. DO NOT USE THIS PACK FOR YOUR OWN LOTTING PROJECTS!!! Since the original workingman-productions.co.uk/ website is no longer up and running, the decision has been made, that these contents of DocRorlach's will be re-hosted on the main exchanges (LEX and STEX) as legacy contents on behalf of DocRorlach. For easier access and due to a more userfriendly approach, we put together these mega packs, which are completely replacing the previous smaller prop packs. It is highly recommended to use the attached cleanitol file (WMP Essentials.cleanitol.txt) and remove all the listed contents. The best way to do it, if you use the BSC Cleanitol TM (v1.0) tool. Install the application (if you don't already have), run it, browse the attached *.cleanitol.txt file and let the program remove the listed elements. This Essential file contains following elements from the previously released WMP creations: - all the previously released wmp dummies/blank model files - all the different WMP custom queries and UIs from the prop packs, resource files and lot sets. - all the custom made TE network paths for the WMP lots (the default paths in the WMP Essentials.dat support RHD setup) - Since the original Causeway set and Boardwalk set had the same custom queries, a new UI property (with new IID) has been added which gives a slightly modified text to the WMP Murimk Boardwalks. (NEW!!! WMP Essentials v1.0.1) - as an addition IF you use Left-Hand Drive (LHD) setup, you can find a LHD support file in the Documents folder. You need to place/copy that z___zWMP_LHD_Paths folder into the Plugins\WMP\Essentials\ folder if you used the default/provided folder structue, otherwise it MUST load after the WMP Essentials.dat file. Installation: Unzip the whole bundle, or COPY the "WMP" folder from the *.zip into your plugin folder. You don't need to keep the "_Documents" folder. To uninstall, bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. For further details, please read the provided readme AND IF you still have questions, ask @Tyberius06. Credits: DocRorlach, the WMP Team for creating these original contents: custom paths, UIs, dummie model files. David (djp) for keeping the original site alive so many years, and letting us rehosting the files on the exchanges xxdita and Tyberius06 (and the STEX Custodian) for putting together the mega packs and making the files available again. Support: These WMP/DocRorlach creations are now legacy contents and therefore their support is very limited, however support from the wider community can be requested here or in the STEX Custodian General Support Topic. Best include a screen-shot illustrating the problem.
  11. Web Button Improvement Mod

    Version 1.0

    1,274 Downloads

    Ever found yourself being led astray into a web of nothingness? Solving a problem which has been prevalent for many years now, this mod contains 4 options to modify the now defunct SimCity.ea.com website button in the Region View screen. Option A (Click Prevented) Prevents the click (and features a hover over dialog). Upon click a harmless sound will play which is only for effect. Option B (Replaced with Exit) Replaces the Web button with the Exit button exactly in the same location. Option C (Simply Removed) Just makes the Web button no longer visible, meaning there's a gap where it was. Option D (Simtropolis Link) The Web button is still available, but now links directly to Simtropolis instead. Added 1st October 2020: Or alternatively, you may wish to use this version: Web Button Improvement Mod_v1.0 - EA Archived Link for Option D.zip As per the suggestion @Admiral Moo made in the comments, this links to the Wayback Machine's archived page for the original SimCity.ea.com site which was the target of the old web link. ---------- There are two versions of each option. One which supports running SC4 in full screen mode, and the other in windowed mode. Installation This mod uses the standard process of installing SC4 content. There are no dependencies. Choose a folder depending on how you wish to play the game (windowed or full screen). Then copy ONE of the .dat file options into your Plugins folder. All versions are compatible with the Raise the UI Mod which is still required for raising the interface once entering a city. If using this, make sure to copy a chosen file into the same folder. The z_ at the beginning will ensure mine loads last, and both can work together properly. Hopefully preventing the web button being clicked (or making it functional) comes in useful. I know I've clicked it unintentionally a few times too! Special Mention Thanks to @Terring for inspiration of the idea from his thread. Also to my good friend @CorinaMarie for helping me with preliminary testing on her multiple computers, and giving feedback and ideas to make this mini project properly possible. I really appreciate it as ever.
  12. UI Blue Skin

    Version 1.3

    4,772 Downloads

    Here is a new interface for SC4. If your favorite color is green, look away from this skin, because there is ... blue! Nothing really extraordinary, just a slight remodeling of the original skin. New icons but in the spirit of the original. Pretty much! The idea is not to change everything, but just not to have that pale blue-gray! The interface support for DAMN Manager, overloading its icons. As well as the God terraforming Mod .. If you do not use this plugin, delete the [ z__scoty_blue-skin_God_Mod.dat ] file from the directory. Support for Submenus-DLL (Main menu banners, with return indicators). Install the contents of the ZIP in your Plugins folder. Et voilà ... !
  13. Hello again, friends. I have so many questions, rather than spam the forum for every one I thought I would just put them all here. Hopefully it will bump the thread up the que and someone will catch it. Anyone feel free to drop their questions here too. I still can't find the Thread for Dummies. We need one. If the questions get to be too much, I hope someone will say something. I appreciate the help, for real. So I actually did do my research. I always try to but often get lousy search results or further confused. I try to use the forum last ditch but again I'm stumped. Well, not really stumped but looking for confirmation. I'm trying to make something like this, two AVE (one diagonal) to a roundabout: (well the attachment won't load, more questions. I'll just explain it.) Sooooo. I'm trying to connect a 45 diagonal TLA-5 to a roundabout. You probably already know that I can't. From what I understand from the NAM36 Manual this is unsupported on two fronts, roundabout aren't supported for TLA-5 and diagonal TLA-5 transitions aren't supported. Am I just SOL or can you guys think of a workaround? I hope I made sense. I wish I could load the pic There was a problem with processing the uploaded file. Please try again as this is most likely caused by an intermittent error, or you may have reached your local Attachments Quota. Please contact us for assistance. This is me asking for assistance? I tried drag and choose file. I'm not at quota and I was able to load the other day. SimCity 4. Thanks guys.
  14. Hi, I've got a basic mod harness up and running, thanks to tutorials by @boformer, and now I'm trying to add draggable UI button. As far as I can tell, the basic pattern for adding a button looks something like this: UIButton myButton = someParent.AddUIComponent<UIButton>(); myButton.normalBgSprite = "someId"; myButton.hoveredBgSprite = "someId"; myButton.pressedBgSprite = "someId"; myButton.disabledBgSprite = "someId"; myButton.focusedBgSprite = "someId"; myButton.disabledTextColor = new Color32(128, 128, 128, 255); myButton.relativePosition = new Vector3(5f, 0f); myButton.size = new Vector2(50f, 50f) myButton.name = "uniqueId"; myButton.text = "some text"; myButton.textScale = 1.3f; myButton.textVerticalAlignment = UIVerticalAlignment.Middle; myButton.textHorizontalAlignment = UIHorizontalAlignment.Center; My first issue is what should the parent object (someParent) be? Ideally I'd like to make the button draggable so users can put it wherever they want. The next issue is how to tell the button what sprites to use? I've looked at some other mods, like this, but can't work out what the relationship is between the .png filenames and the identifiers used in the code. If possible, I'd like to have custom background and foreground sprites for the various states. As for listening to button events, those seem to follow a pattern like so: myButton.eventClicked += (component, click) => { // change focus state? anotherButton.Unfocus(); myButton.Focus(); // doesn't this auto-unfocus anything else with same parent? // then your code here }; Again, I've been picking at some other mods so there might be better ways to do things? Essentially the button will toggle a 'build bar' (or whatever correct terminology is for things like the roads menu), so I assume I can use the visibility of the build bar to keep track of UI state?
  15. Is there any mod or combination of mods that would give me any of these things: A bit larger text in the line items, More line items in the window, Easier to adjust sliders: larger, or with arrows at ends to make small adjustments, or that display the new amount while you slide them rather than after you release them? (the last being the single most frustrating thing about the game since day 1) TIA - GD Edit: Removed information irrelevant to the question that seemed to be distracting responders.
  16. A Neat Little Tool to use with the "Raise the UI Mod" Here is a tutorial explaining how to automatically raise SimCity 4's user interface (UI) when switching to windowed mode. This may specifically be useful for those who wish to alternate between running SC4 windowed and in full screen. Please Note To achieve this, it requires copying and saving simple command line scripts (.cmd), and adjusting relevant paths. The problem being, when running the game windowed and with a custom resolution, you may notice the taskbar inconveniently overlays the UI like so: To workaround this limitation, in Windows it's possible to use the "Auto-hide the taskbar" option from Taskbar Properties. This does what it says, and makes the taskbar hidden from view when not hovered over. However, this requires toggling back the setting once exiting the game. So while that works it's not the most ideal solution since to run the game windowed, it may be desired to have quick access to the taskbar at all times. A means of fixing this is by raising up the UI slightly. Then the taskbar can still be seen in full view while not obscuring the lower-positioned menu options in the game. A useful mod which does exactly this is the appropriately named Raise the UI Mod. Which upon installation in Plugins, will solve the problem like so: However... What if you'd then wish to play the game full screen, or often swap between both modes? Perhaps doing so would be useful if needing convenient access to other programs while playing. But later would like to change over based on your monitor configuration, or to benefit from the reduced memory usage in full screen. At least from testing, I found there was around 18% less system RAM used in a fully loaded large tile. This can be done manually by moving the mod in and out of Plugins when needed. But in terms of automating the process, that's where my little command line scripts may come in handy. Should that sound of interest, keep on reading on... Note: This is really intended for those comfortable working with batch files, and so this may not be the ideal solution for everyone. Prerequisites SimCity 4 Deluxe / RH installed and patched at least to the EP1 update. Digital versions other than Origin should come fully pre-patched. Although Notepad or a plain text editor will do the job, I recommend using Notepad++ to benefit from syntax highlighting. A Windows operating system (this has been tested on Win 7). Download the Raise the UI Mod created by @warrior. A local folder created outside of Plugins. Setting Up First of all, the initial step is to decide where you'd like to store the mod when not needed. This will be a holding folder and can be anywhere outside from your Plugins folder. Then when running the game windowed, it'll be moved into your Plugins so then the UI is raised accordingly. So either create a new folder, or copy the path of an existing folder where Raise the UI Mod.dat can be stored. A simple way of copying the path is by right clicking the location bar in Windows Explorer: Then click the "Copy address as text" option as highlighted. At the top of both scripts (which we'll get to in a moment), there are 4 adjustable options: File=<File Name> Description: This is the file name name of the mod, so needn't be changed unless renaming the actual file. E.g. File=Raise the UI Mod.dat PluginPath=<Path> Description: The location inside your Plugins folder to contain the mod. This can be in the root or inside a subfolder structure of your choice. Unless modified it should be the one in Documents. Leave out quotes since those are added in the main body of the code. E.g. PluginPath=C:\Users\<Account>\Documents\SimCity 4\Plugins HoldPath=<Path> Description: Here is the location of the holding folder where the mod will be stored. Use the "Copy address as text" method described earlier to make sure this is correctly specified. It can be set anywhere of your choice, providing the folder is fully accessible. E.g. HoldPath=C:\Users\<Account>\Documents\SimCity 4\Hold UI Mod TheGame="" "<Game Location>" <Shortcut Parameters> Description: It wouldn't be any use without starting the game itself, and that's what this option does. Here there are 2 variables which can be tailored specifically. The location of the game's executable file, and also the parameters (switches) used to set a custom resolution, toggle windowed or full screen, force SC4 to run on a single core, skip the intro, or any other such options. E.g. Disc based game: TheGame="" "C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -CustomResolution:enabled -r1600x900x32 -w E.g. Digital game from GOG: TheGame="" "C:\GOG Games\SimCity 4 Deluxe Edition\Apps\SimCity 4.exe" -CustomResolution:enabled -r1600x900x32 -w For a custom resolution, this must be specified to the desired screen width and height. The above examples represent my own monitor's size of 1600x900 pixels. The x32 at the end is the bit colour depth, which in normal circumstances can be safely left as is. Those using Steam or other launchers may need to experiment with workarounds to start the game directly for this to work. The empty quotes ("") at the beginning are required since they pass a null title in the command. However the rest of the command can simply be copied over from an existing desktop shortcut Target line, with the format being identical. Note: Where applicable for it to be valid, the <Account> path must be changed to the name of your user account. Windowed Script Here is the script for running the game windowed. It does the following: First checks whether Raise the UI Mod.dat is located in your Plugins folder. If found, the game is started using any parameters specified. If not present, it moves Raise the UI Mod.dat from the holding folder to your Plugins, before starting the game. Should the file not be found in the holding folder, a message pops up in a command window making that known. For Example (Modify custom paths as needed) @Echo Off Set File=Raise the UI Mod.dat Set PluginPath=C:\Users\<Account>\Documents\SimCity 4\Plugins Set HoldPath=C:\Users\<Account>\Documents\SimCity 4\Hold UI Mod Set TheGame="" "C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -CustomResolution:enabled -r1600x900x32 -w If Not Exist "%PluginPath%\%File%" ( If Not Exist "%HoldPath%\%File%" ( Start "" cmd /C "Echo %File% not found in: &Echo( %HoldPath% &Echo( &Pause" Goto :End ) Else Move "%HoldPath%\%File%" "%PluginPath%" ) Else ( Goto :StartSC4 ) :StartSC4 Start %TheGame% :End Exit Important: For the game's parameters, it's essential the -w switch is used, or else the game won't be told to run windowed. Full Screen Script Here is the script for running the game in full screen. It does the following: Checks whether Raise the UI Mod.dat is located in your Plugins folder. If found, it moves the file back to your holding folder, then starts the game. If not found, it just starts the game, also using any parameters specified. For Example (Modify custom paths as needed) @Echo Off Set File=Raise the UI Mod.dat Set PluginPath=C:\Users\<Account>\Documents\SimCity 4\Plugins Set HoldPath=C:\Users\<Account>\Documents\SimCity 4\Hold UI Mod Set TheGame="" "C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -CustomResolution:enabled -r1600x900x32 -f If Exist "%PluginPath%\%File%" ( Move "%PluginPath%\%File%" "%HoldPath%\%File%" ) Else ( Goto :StartSC4 ) :StartSC4 Start %TheGame% Important: For the game's parameters, it's essential the -f switch is used here, or else the game won't be told to run in full screen. Saving the Scripts Both work by saving them as command line scripts with the .cmd file extension. This can be done using any plain text editor, including Windows Notepad. Personally as hinted above, I would recommend Notepad++ for the benefit of the code syntax highlighting. It also handily comes with many other features for manipulating text, featuring a powerful find & replace tool with regex ability (advanced search mode). But in terms of what's required here as a simple copy, paste and save to file, these are just little extras which you may find useful for other projects in future. The end goal is to have both scripts saved, ideally for convenience to the same folder. For instance: The actual task of saving is very simple. I'll describe the steps for both Notepad++ and Windows Notepad using the windowed mode code. However as this part may well be self-explanatory, feel free to skip the following instructions and continue onto setting up the desktop shortcuts. Using Notepad++ OR Using Windows Notepad Creating Desktop Shortcuts To run either of the scripts, it's possible by navigating to their folder and double clicking on them. This will do the job just fine. However for accessibility and since it's probably what you're already familiar with, I recommend linking each via a shortcut placed on your desktop (or wherever is convenient). Then there will be two shortcuts – One referencing the windowed script, the other for full screen. Step 1 of 3 First make a copy of your existing SC4 shortcut. Or if you don't have one already, go to your game's installation path and open the Apps subfolder. Then right click the executable file ( SimCity 4.exe ), and in the context menu choose: Send to > Desktop (create shortcut). Then make a duplicate copy so you've got two exactly the same. Rename accordingly to whatever you'd like them called. For example: For the next steps I'll explain the process with the windowed shortcut. Repeat the same for your full screen one... Step 2 of 3 The next task involves editing the Target path in the shortcut. Right click and open the Properties. Then remove the current path pointing to the game's executable. This is no longer needed because the script does this part, along with passing the parameters to set a custom resolution and toggle between windowed or full screen modes. Then paste in the path to the script like so: Note: This can be easily obtained by navigating to the script, holding the Shift key, then right clicking and choosing the Copy as path option. If you copied in a path which didn't contain spaces, the quotation marks will automatically be removed from the Target line upon saving and opening the shortcut Properties. Those are only needed to preserve a path should there be any spaces included. Step 3 of 3 Click Apply, then OK and close the shortcut. Repeat for the full screen shortcut or vice versa. At this point it's good to go, but there is an additional adjustment possible should you wish... Addendum A big thanks to @CorinaMarie for inspiration behind this idea, helping me with technical aspects, and also sharing many valuable suggestions along the way. There could be other uses with this or similar techniques. For example, to potentially expand and tailor scripts specifically to: Move another mod file in and out, such as the Diagonal Bridge Enabler. Control sets of custom content by moving multiple files in and out of your Plugins folder as needed. Have a multiple choice option in the command line for using certain shortcut parameters. Log the time when starting SC4 to keep track of how long you're in the mayor's office. Create incremental backups of your Regions before starting the game. So that brings this tutorial to a conclusion. Once you've saved both scripts and created the shortcuts, the game can then be fully enjoyed in either full screen or windowed mode with a simple double click. Hopefully this may come in useful and even inspire other possibilities. Be creative! Any feedback, comments or questions welcome.
  17. I have always wonderd if anybody else has ever noticed that the Rotate function in SimCity 4 Deluxe is reversed? My SC4 install is on a Windows 7 machine. When I hover over the rotate map arrow on the left, the pop up says 'clockwise' and the arrow does show the clockwise direction. When I click on it, the map rotates counterclockwise. When I hover over the rotate map arrow on the right, the pop up says 'counterclockwise' and the arrow does show the counterclockwise direction. When I click on it, the map rotates clockwise. As far as I can remember, my SC4 has always done this. Even when I had it installed on my XP desktop. Just curious, is this common knowledge? Has anybody else noticed this on their game? I know it's not a big deal, and I have adjusted to this idiosyncrasy, but sometimes it bothers my sense of engineering logic. At least the zoom +/- works correctly. I wonder what other idiosyncrasies people have noticed.?
  18. I have been reading through the Bugs & Tech forum looking for solutions. I did find some, like "-f" in my target string to get rid of that clunky window, but the most puzzling problem persists. When I first started playing SC4 just a few weeks ago I was able to set the graphics to whatever I wished or at least as much as allowed by the options panel. I added NAM and all worked fine. I added "C:\Windows\System32\cmd.exe /c START "high priority sc4" /high" and all worked fine for a short time. About the same time I investigated cheats. I'm pretty sure I didn't actually use one, just looked to see what was possible. Then I noticed clouds where previously there were none. I noticed my tooltips had changed, they were now black and white. Distinct shadows had appeared. I checked my graphic settings and nothing had changed: clouds unchecked, color cursor checked, shadows low. Didn't matter how many ways I manipulated these settings, turned off and on the game or computer, the actual graphics would not change. It's like the graphic options panel is just decorative. Then I saw a suggestion to change to software rendering. My first impression was that it fixed the problem! But no, the clouds and shadows were gone along with the annoying window but now I had waves (yes, that's unchecked too) and still black and white cursor. To my surprise when I checked the graphic options only 2 boxes were checked: software rendering and 16 bit color. No, no, no, it should be 32 bit, I never touched that, and I can see no on screen difference from 32! All other boxes were empty. I mean all the high, medium and low boxes were unchecked. I've opened and quit the game a number of times now and this is how the graphics panel appears when I start up. I laboriously though uselessly recheck the boxes to my liking, including returning to hardware rendering without the slightest effect on the graphics. This problem does not have any effect on gameplay but it is freaky. I have no real idea where my graphics are set right now. My specs: Windows 7 Home Premium 4 - Intel(R) Core (TM) i5-3550 CPU @ 3.30GHz NVIDIA GeForce GTX 560 My current target string: C:\Windows\System32\cmd.exe /c START "high priority sc4" /high "D:\Games\Sim City 4\Apps\SimCity 4.exe" -f -intro:off -CustomResolution:enabled - r1920x1080
  19. UI problem. There are times when scrolling through a building/utility menu that no icon displays and you would need to scroll down four or five items to be able to select the item that you originally wanted. There are cooling tower/smoke stacks that should be selectable in this instance but they are only selectable by scrolling down past where they would display but nothing is displaying. This is how it looks ingame; Second problem is with the budget and in particular the city beautification and utilities expenses. There have been a couple of buildings, most notably Taipei 101 that you are charged for their maintenance, however even when the building is removed the charge remains and if the building were to be subsequently built again the charge stacks on top of the existing costs that ought to have been removed. Any suggestions? Thanks in advance.
  20. Version 2.0.1.2.1.0.5

    941,599 Downloads

    Please take 5 minute read before downloading Akar, thank you. Akar is a mod that changes the UI (User interface) by adding new menu's as well as sub-menus. It provides a user friendly as well as keep everything organized, eliminate the cluttered and unorganized items. Current version works only in Offline mode. Akar is all around mod that holds every mods ever created to be implemented into the game. At this early stage, you may find mods conflicting between old and the new, we are working on that part for modders have to update their files. It is actually nothing to be concerned of but we are working on that said subject. Not Compatible with : • BoC • UDoN-Addon • Bridge and Tunnel mod Please Read "ReadMe" file in Akar and Avalon for LowRes and HighRes users. How to install? 1. Download all Rar files. 2. Right click the rar file > Extract 3. Please read "ReadMe" file before installing Akar or Avalon 4. Copy and paste the package file into your SimCityData folder. Currently, Akar has 7 new menus and 60 new Sub-menus including 2 Optional Sub-menus. This addition will allow modders to add their mods in its respective directory without flooding a singular menu, as for users are now pleased with the organized items rather than scouring through massive singular menu. Custom Content menu is available along Akar base file, It is empty till modders adds new content in it. Extended boundaries (Orion) is one part of a combination of mods that enhance the experience outside the 2k limits. Orion, regional roads, regional UdoNs and RCIHC Plop All (Residential Commercial Industrial Hotel and Custom Building Plop) are designed to extend the city experience by working together as a collective set of enhancements. RCIHC Plop All (Residential Commercial Industrial Hotel and Custom Building Plop) can work independently by allowing zone enhancement and even zone locking on its own but its ultimate purpose and enhancements was the combined use with the other mods to create an expand experience outside 2k limits. With all the mods for Orion installed such as Avalon, regional roads, regional UDoN etc, users may find their menu cluttered or lags. This is where Akar was born to create, to subcategories each mods that flooded the original menu. Akar is a child from Orion and Avalon itself. Here, we will list every mod that may be favorable for Orions: Package include 2 files, You need to paste both files in your SimCityData folder."003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package""002_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1_2_Avalon". You MUST have Akar base file "000_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_Akar" for this to work, make sure you download and paste it in your SimCityData folder first. How to install? 1. Download all Rar files. 2. Right click the rar file > Extract 3. Copy and paste the package file into your SimCityData folder. 4. Launch the game. 5. Save the game. 6. Quit the game. 7. Relaunch the game. 8. Resume the game. UPDATE : 15th Aug 2014 All New Icons. Note : User may see Burger King and McDonalds in the menu, its is advisable to have them alongside Avalons until we figured out how to recover the replacement original model of it. If you installed MagLev as Subway by MaxisGuillaume. I've made a Subway submenu within the Mass Transit. This is entirely optional, users may or may not need this. (currently an empty Map data, users may need to rely on Maglev's map data for now) If you installed Offline-Only Mod: "Park Bench" by Xoxide. I've made a Decorations submenu within the Parks menu. This is entirely optional, users may or may not need this. As it stands, modders are now about to add more items in this directory. Be sure to get them. If you installed The SimCity Decoration Pack by Danny50205. I've made a "Plop Anywhere" submenu for that very purpose. Currently this only applies of HighRes users only. Coming Soon for LowRes users. Stay Tune. Package include 1 file, "001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0.5_AkarRoadsSet".You MUST have Akar base file "000_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_Akar"You need to install the Original Coastline and Waterways path and tools.You need to install the Original UDoN 1.8 (Only)You need to install the Original Xoxide's Pedestrian Path Highly Recommend Mod: Be sure to follow HygaHinata's files for updates Regional Tunnels (Streetcar and Heavy Rail)Regional Pedestrian Path Tunnels (Sidewalk Tunnels)Regional Tunnels (Streets and Avenue)Regional Bridge (UDon)Regional Subway TunnelsRegional Water RoadsRegional Elevated Railway (Oppie's EL Train Station) Not Compatible with : RegionalRoad-1.6.packageRegionalUDoN.packageUDoN 1.7 and and all previous version Roads Menu : SubMenu StreetsRegional StreetsUDoNRegional UDonCustom RoadsWaterways Streets Submenu : Includes all the original in-game Roads as well as Service Roads from Oil Well, Wind Power Plant and Garbage Dumb Regional Streets : Includes all the original in-game Roads with regional properties as well as Service Roads from Oil Well, Wind Power Plant and Garbage Dumb Custom Roads : Includes Regional and Non Regional Amusement Park walkway, and SkyeStorme's Regional Freeway. (Modders may add their custom roads in this directory) Waterways : Includes Regional Waterway, Regional Waterway (Wide), Regional Coastline UniDirectional Networks Menu : Submenu NEW StreetsRegional StreetsRampsRegional RampsHighwayRegional Highway Additional Properties : Fix University's Pedestrian Path to be work outside 2k boundary. (Regional)Personalized each regional roads with its respective names.Added Regional Icons.Added Regional Service Roads (based on Oil Well's service roads)Added Regional Pedestrian Path to be use outside 2k boundary - Special Thanks to HyugaHinata Parks Menu $,$$,$$$ Regional Xoxide's Pedestrian Path University EDIT Mode Regional University's Pedestrian Path Mass Transit Trains/StreetCar Regional Heavy Rail TracksRegional Streetcar TracksRegional High Density Street Car Avenue Funshine Amusement ParkEDIT Mode, Wheels of Wonder Amusement ParkEDIT Mode, Thrilland Adventure Park EDIT Mode Regional Amusement Park WalkwayRegional Mini-Train Tracks UPDATE : 21st Aug 2014 Rearrange all UDoN RoadsUpgrade UDoN roads (thank to HyugaHinata)Please Download UDoN 1.8 and Remove all previous UDoN version) UPDATE : 29th Aug 2014 - Fix Regional Amusement Park Walkway- Fix Amusement Park Mini Train Tracks- Fix Service Road (Wind Power Plant)- Fix Service Road (Garbage Dump)- Fix Service Road (Oil Well) - Added Pedestrian Path Submenu- Rearrange all Roads and Ped Path. We understand that users may not need certain Roads that's been added into the game. We will break it down so that users may use based on he/she needs. For now AkarRoadsSet offers every roads available to cooperate with Project Orion. BONUS for CoT Users Only. Added Regional Extraction Pod Pipeline for Omega Factory EDIT ModeGet your Parklets here!!!
  21. What is Project Akar? Akar means "root" Akar is a mod that changes the UI (User interface) by adding new menu's as well as sub-menus. It provides a user friendly as well as keep everything organized, eliminate the cluttered and unorganized items. Current version works only in Offline mode. Image one : New Menus (Subject may change in future release) Currently, Akar has 5 new menus and 36 new Sub-menus. This addition will allow modders to add their mods in its respective directory without flooding a singular menu, as for users are now pleased with the organized items rather than scouring through massive singular menu. Image two : New Sub Menus All RCI plop (Project Avalon) mod Solution. Credit to SethySquirrel for his image to be use in RCI plop New Custom Content Menu : This is where it is advisable for Modders to add new items that is not categorized in any of the in-game's directory into SimCity. Modders also able to add their own SubMenu, example such as "John Doe's Mod" or "The Simpson's Mod" or even "Gotham City Mod" etc All RCI plop wasn't crossed my mind when constructing this mod, it was intended to get Orion's regional roads, regional UDoN, UDoN, Service Roads as well as normal roads a bit organized. That is where the idea comes in, to make Akar as all around must have mod. Its not just for adding All RCI, it's also an influence for the modding community to continue create custom content and Akar has provided its place. For now, I didn't add All RCI properties in its respective directories mainly because still waiting for an advise from the original author. Will give an update on that soon. 4/7/2014 via email: All RCI plop has given a go ahead by NiclistinRedd . BoC intergration with Akar. Akar and BoC mod by Procskalone are totally two different interface. Therefore, you may choose only one. It is possible to add BoC in Akar, as above, will give an update on that soon. For Modders. How to add contents in Akar? Once you have your package ready, and wish to be added in one of Akar's menus/sub-menus. Go to your Menu2 property File and change the uiToolCategory's instanceID and replace them with any Akar's instanceID menus where you feel its a right place for your content. Method 2 : Right click uiToolCategory "Add Array Item..." for extra instanceID link List of Submenus IDs : For reference (High Res) 0xb514777a - Vanilla Streets 0xb514777b - Regional Streets 0xb514777c - UDoN 0xb514777d - Regional UDoN 0xb514777e - Custom Roads 0xb514777f - Waterways 0xb514778a - RW1D1 0xb514778b - RW1D2 0xb514778c - RW1D3 0xb514778d - RW2D1* 0xb514778e - RW2D2* 0xb514778f - RW2D3* 0xb514779a - CW1D1 0xb514779b - CW1D2 0xb514779c - CW1D3 0xb514779d - CW2D1* 0xb514779e - CW2D2* 0xb514779f - CW2D3* 0xb514780a - IW1D1 0xb514780b - IW1D2 0xb514780c - IW1D3 0xb514780d - IW2D1* 0xb514780e - IW2D2* 0xb514780f - IW2D3* 0xb514781a - CHW1D1 0xb514781b - CHW1D2 0xb514781c - CHW1D3 0xb514781d - CHW2D1* 0xb514781e - CHW2D2* 0xb514781f - CHW2D3* 0xb514782a - M.Landmarks 0xb514782b - H.Landmarks 0xb514782c - N.Landmarks 0xb514782d - C.Resorts 0xb514782e - C.RCI 0xb514782f - Misc 0xb514783a - Subway 0xb514783b - Decorations 0xb514783c - RW3D1* 0xb514783d - RW3D2* 0xb514783e - RW3D3* 0xb514783f - CW3D1* 0xb514784a - CW3D2* 0xb514784b - CW3D3* 0xb514784c - IT3D1* 0xb514784d - IT3D2* 0xb514784e - IT3D3* 0xb514784f - CHW3D1* 0xb514785a - CHW3D2* 0xb514785b - CHW3D3* 0xb514785c - Plop Anywhere - It is advisable not to add anything more into Avalon's Submenu's. * - Not included in LowRes version. Trivia :
  22. Doc's Greyscale UI

    Version 1.1

    3,966 Downloads

    Minor Update 03-26-2014 8:00am Description: I present to you my customized greyscale UI. This is now a final product. This is a full transformation that removes the blue colors from your interface, including all buttons, and replaces then with shades of grey. I also have adjusted some text and some location of elements. You'll find this is a small file that doesn't noticeably impact load times. I have not noticed any sort of performance impact. I hope you enjoy the change! Note: Urgent advice dialogs (which can be turned off) are still default colors. Install/Uninstall: Unzip the download and place the .dat file into your ..../SimCity 4/Plugins folder. Remember to remove any previous versions of this UI or any of my other UI skins to avoid conflicts. Notice: I have designed this to work with UI translucency turned on in the graphics options AND a minimum resolution of 1024x768. You will experience different results without UI translucency option turned on, such as ugly shadows, jagged edges, missing or solid colors where pieces of translucent UI belong, and some old blue UI remaining. Please bring any anomalies to my attention and I will attempt to address them. Please play with UI translucency turned on for intended results. I have figured out how to make my UI work better with the option for translucency turned off but I will not be refining that version to look better since there isn't a reason UI translucency should be turned off with a decent PC.
  23. Minimize button remover

    Version 1.0

    1,888 Downloads

    Ever wanted to take clean snapshots without the minimize button in the lower left corner? Then this is for you. Place this file anywhere in your plugins folder. The button is just invisible - it's still there so you can still click on it to bring the UI back. Otherwise, use the shortcut NumLock. You probably want to combine with this: Yellow pause thingy remover. Cheers Willy (Swordmaster)
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