Jump to content
  • Announcement

    • Dirktator

      Got the wrong discs? Or didn't receive them in the mail?   06/20/2018

      For those who opted for physical discs -- if you donated between April - June and you received the WRONG discs or NO discs in the mail, please email stexcd@simtropolis.com and include your donation info such as Paypal transaction ID and we will get this rectified!

Search the Community

Showing results for tags 'vehicles'.

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


  • Cities: Skylines
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • 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
    • SC4 BAT & Lot Workshop
    • SC4 Modding - Open Discussion
    • NAM & Transit Networks
  • 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
    • Indie Projects
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Simtropolis Challenges
    • ST Challenges - Info and 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
  • 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.info's Topics


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


  • News
  • News
  • News


  • SimCity 4 Buildings
    • Lots
    • Mods & Tools
    • Maps
    • Props
    • Textures
    • 3ds Models
  • PLEX (Main Files)
    • Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • SimCityPolska Files
  • Cities: Skylines Buildings
    • Maps
    • Roads & Traffic
    • Vehicle Assets
    • Game Mods
    • Props
    • Programs & Tools
  • SimCity (2013) Buildings
    • Game Mods
    • Roads & Traffic
    • Vehicles
    • Programs & Tools
    • User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • Cities & Maps
  • CitiesXL Buildings
    • Mods & Tools
    • Maps
    • Textures & Props
    • Lots
    • 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
  • 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.info's Files

City Journals

There are no results to display.

There are no results to display.


  • Weekly Challenge
  • Extended Challenge
  • Monthly Challenge
  • Content Challenge
  • Voting Period
  • 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
  • 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
  • City-Builders.info's Events




City-building game(s)

Found 31 results

  1. Hi, i've noticed a minor issue with alot of vehicle assets of mine, when zoomed out of an asset there seems to be a large white shine on some parts of the vehicle that fade when i zoom up closer. I thought maybe it was because of the lack of a custom lod model but it's only a few certain assets this issue exist. I always make my specular mask have a slightly off black color to coat the car with a slight shine. Heres an example if it helps. I don't consider it much of an issue but does anyone have any idea what might be causing such? Thank you
  2. Hi, i'm new and basically im trying to convert pre-textured 3d models of cars to assets for CS but im so lost on how to properly uv map or how to make a proper diffuse maps for a model that already has textures(in seperate files at that). . Heres a look at what im working on. The models already have their own uv maps(right?) though they don't seem to include the wheels and they're organized weirdly..i can't rearrange or explode them in the uv editor without the models textures going allover the place and messing up. And those are examples of the textures. I've already looked at the two tutorials on steam related to making assets for CS but they're missing too much info and are more focused on models that aren't textured and overall didnt help me much at all. I know the basics to what type of texture maps cars need, and how to optimize the mesh to have less polys. If anyone can please help me i'd appreciate it. I use 3dsmax 2015 but can also use blender
  3. I've been looking to add some variety to the traffic in my city but I'm wary about having too many high poly vehicles slowing down my game. Until now, I've only have 2 vehicle mods subscribed, one with 600 tris while the other has 1,800 tris. Is there a general acceptable amount of tris for vehicle addon?
  4. No cars on my streets

    Hi there I recently installed SC4 Deluxe on my lap with Windows 10 via Steam. I'm starting a new city and I currently don't see any cars on the streets. Is this because a bug? I've got about 1000 sims there
  5. With the new update, I noticed that many of my vehicles are flickering, even turning completely invisible if I zoom in close enough. From afar the vehicles seemed alright.
  6. Likely to be released this weekend , a small steam cargo ship from the 1918's ! including compatibility with @Acc3ssViolation's vehicle effects ! i just need to get rid of the second steam effect and add the effect for the ships water wake this post will also function to showcase completed mods and also some sneak peaks of what im working on !
  7. My Steam Workshop. Hi. New to asset modding. So far I've got: Coroner / Hearse Van Ford CV - Highway Patrol Police Car and Ford CV - Highway Patrol Police Prop Dodge Charger - Highway Patrol Police Car and Dodge Charger - Highway Patrol Police Prop Ford E350 - BLS Ambulance and Ford E350 - BLS Ambulance Prop Ford E350 - ALS Ambulance and Ford E350 - ALS Ambulance Prop Pierce Arrow - Fire Engine 7 and Pierce Arrow - Fire Engine 7 Prop
  8. Hello guys! I've been playing Cities Skylines since the release, but i just got the right hardware to make mods in a short period of time by now. I have knowledge in Blender and all the basic workflow for the assets, and my first big project would be a couple of old vehicles, this can be a good feature for just certain circumstances (like eye-candy shots or zoom-out gameplay) because of the already know lack of animations for vehicles (as need for the horses). But i'm really excited about this! Maybe there is someone to help too with this project for old 1700's-1800's cities? Thanks
  9. Hi all, I'm venturing into creating stuff for the community for the first time. I eventually want to learn 3D modelling, but that's going to be a while. In the meantime, stmSantana made these repaintable lorries which I downloaded. I then used Photoshop to edit the _d and _lod_d files to repaint the lorries and create these UK branded lorries which I uploaded to Steam. There's one thing I'd like to do which I'm not sure about. At the front of the lorries stmSantana made, there's a logo for CHIRPER. I'd like to change this to SCANIA for added realism, but I'm not sure how to do do that. I know there's a normal map I need to create, but when I took the Lorry_s file and made a normal map with it, it looked very different from the normal map which came with the file. I'm very new to all of this (normal maps, etc), but I wonder if someone could give me a step-by-step guide on how to amend the logo decal on the front of the vehicle. I'm keen to create more stuff for the community and if anyone has any tips for me based on what you see I've already created, I'm happy to learn! Thanks.
  10. The problem: In my city, Cims drive places (to work, home, a park, school, etc) and park either on the street or in off-street parking spaces, as they should. Once they are ready to leave to go somewhere, they get in their car, which is where the problem begins. Some of them drive to their destination without an issue. However, a good portion of them will get in the car and become "confused". Their cars will stay confused for at least 15 seconds, after which the Cims will teleport to their destination, effectively leaving their car behind and never returning to it (because they have no way of getting back to their car). Over time, the amount of cars ditched throughout the city start becoming noticeable as there is ditched cars everywhere taking up all the parking spaces in my city. Cims that abandoned their cars are then no longer able to go places as they become confused at wherever they teleported and don't even teleport to their destination thereafter. I've attached photos, which shows what I am talking about. Attempted solutions: Currently, I have to remove to remove each abandoned car manually (using the Remove Stuck Vehicles mod), which is gamebreaking because in the course of an hour I am having to remove hundreds of ditched cars and the only way I can tell if it is a ditched car is by clicking on every parked car on the map. What’s even more frustrating is that the Remove Stuck Vehicles mod, which is supposed to remove confused cars immediately, fails to do so. I also tried enabling and disabling the No Despawning option in Traffic Manager President Edition with no luck. I know it’s not due to Cims not having a path home because I’ve checked that all roads lead to somewhere and that there are no one-way dead ends, etc. I’ve searched the internet painstakingly for weeks and can't seem to find else with this problem. My game is heavily modded so I’m confident it’s a mod causing the issue but I am having trouble pinning down which one is causing it. To pin down the issue, I’d have to: (1) start the game vanilla; (2) add one mod at a time, and; (3) start a new city each time and grow it for a while then check if any vehicles are being ditched. This would take forever for me to do and would be difficult for me to confirm with 100% certainty which mod is the culprit, which is why I am turning to the community for answers. My hunch is it is either the 81 tiles mod or an AI altering mod such as Rush Hour, TMPE, etc., though it really could be anything. Any help would be greatly appreciated, since I’ve gotten no help on the issue from the Steam community and it would save me lots of time troubleshooting if someone already knows a solution to this problem. In the meantime, I will continue to try and find out what is causing the issue (though my time is very limited being a uni student and working). Thanks!
  11. Advanced Vehicle Options doesn't cover this, it would be nice if we were to be able to change a vehicle type from fire to police or from deathcare to healthcare. This would alleviate most aesthetic issues of having a city populated by only garbage trucks and hearses.
  12. Hello everyone! I thought why not make a topic here of my stuff that I've already done and will do in future, mostly to get feedback how to possibly improve and make things better. I know some of my stuff has pretty high polycount for what they are and thats one thing I'm trying to improve on. Second thing I kinda would like to improve is texturing...sometimes I just get frustrated on some textures and leave them be however they are at that point and my overall skill level on texturing isn't that high. I will mostly be making stuff from the city I live IRL or areas nearby. I won't go much into details with some of the older stuff I made. Most buildings should have their model info on the workshop page But anyways here we go, here are some of my earlier assets I have released on workshop: This the 2nd building I have ever textured. It isnt the original version tho, I did rework it at some point when I had more knowledge. It is the watertower of rauma. In real life it also has a restaurant and awesome view over the whole city. I know it is HUGE in game and have to plans to make a smaller version. unique building here http://steamcommunity.com/sharedfiles/filedetails/?id=527565432 and functional watertower version here http://steamcommunity.com/sharedfiles/filedetails/?id=531444864 The next building is Metsä-Fibre pulp mill, or atleast few parts of it. I made three sections of the real mill into three seperate buildings. Originally made it huge and later released a smaller version which is still pretty huge compared to other buildings in game. HUGE version parts can be found at http://steamcommunity.com/sharedfiles/filedetails/?id=528416496 http://steamcommunity.com/workshop/filedetails/?id=528419159 and http://steamcommunity.com/workshop/filedetails/?id=528421478 Smaller but still pretty big can be found at http://steamcommunity.com/sharedfiles/filedetails/?id=531390229 http://steamcommunity.com/workshop/filedetails/?id=531389643 and http://steamcommunity.com/workshop/filedetails/?id=531388174 Next up I made a hyperstore where I personally visit everytime I need something. I also made big and "small" versions of it Big version here http://steamcommunity.com/sharedfiles/filedetails/?id=528931805 and small here http://steamcommunity.com/sharedfiles/filedetails/?id=531395846 Ofcourse I had to make the rival hypermarket few hundreds meters from the previous one. Also big and "small" versions available http://steamcommunity.com/sharedfiles/filedetails/?id=530335253 and http://steamcommunity.com/sharedfiles/filedetails/?id=531396466 After those I moved onto few smaller buildings. Finnish Hesburger restaurant from my city. Ploppable: http://steamcommunity.com/sharedfiles/filedetails/?id=531262709 growable: http://steamcommunity.com/sharedfiles/filedetails/?id=531481434 ABC gas station that is located near Prisma and Citymarket hypermarkets irl. Ploppable: http://steamcommunity.com/sharedfiles/filedetails/?id=536070791 growable: http://steamcommunity.com/sharedfiles/filedetails/?id=536989983 Aaaand then I went back to big stuff. This is actually my first bulding I have ever textured. Before that I had no idea about UV mapping for example. This isnt the original version tho but maybe like 10th version The original model was from SketchUp warehouse but it can barely be recognised from this. The first version of this building I modified and textured somewhere within few weeks of Cities: Skylines launch. This version I finished not-so-long ago. This is Olkiluoto 3 European Pressurized Water Reactor nuclear power plant. It had 2 parts, reactor building and turbine building are seperated. http://steamcommunity.com/sharedfiles/filedetails/?id=537460904 and http://steamcommunity.com/workshop/filedetails/?id=537464715 And that all the buildings for now. Then my interest grew onto the Tk3 steam locomotive landmark we have here. Originally I was just gonna make that buut then I decided to make passenger and freight cars and make it a working vehicle. I know the platform on the landmark is pretty dull, only a very dark and flat circle.. IRL theres just gravel and grass as the pit was filled few years ago beneath the locomotive. I know the loco has very high polycount, at around 6.5k or something, I never really optimized it. Probably should go back to that one sometime. Park version: http://steamcommunity.com/sharedfiles/filedetails/?id=539617650 Freight: http://steamcommunity.com/sharedfiles/filedetails/?id=539625078 Passenger: http://steamcommunity.com/sharedfiles/filedetails/?id=540499827 After this one, I really wanted to start doing things from the railroad yard nearby that locomotive irl. I made two versions of the Dv12 diesel locomotive, one with the old red paint and one with the new greend paint. also made two versions of an hbi cargo car: red http://steamcommunity.com/sharedfiles/filedetails/?id=544060442 green http://steamcommunity.com/sharedfiles/filedetails/?id=544062970 The scale of the trains are just a littlebit too big. I will fix this at some point. Those are the assets I have released on the workshop currenly. Right now I'm working on the actual railroad yard and creating more freight cars and some props and buildings for it. Will update the topic with more stuff later, or maybe in a new post.
  13. So, I am starting a new thread here for any and all future assets I create for the game. My thread for the World Trade Center was originally supposed to be for that, but obviously it turned into a thread dedicated to that. In this one, I will try to keep WIP things to a minimum (or at least not like with the WTC), instead focusing on any finished assets and any updates on new stuff I'm working on. For starters: I'm sure most of you found it by now, but my first post-WTC building is the "Dump National Hotel", a magnificent golden slab to plop in your city. Actually, two, as it's actually two triangular towers in one lot. Especially if you read the Steam description, the name is a not-so-subtle parody of Donald Drumpf, mainly his penchant for all things gold and putting his name in 20 foot letters on every building he owns, like with the Drumpf tower in Chicago, where the DRUMPF name now looms over the Chicago River. The hotel can be found on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=527008015 (Scroll down below the images to see another big update!) Now, as I've been trying to work more on other more important things I really need to be doing, I need to spend a bit less time on Skylines stuff, but it seems I just can't resist as much as I'd like. I may or may not do a bus station eventually, but there's something else I'll look into... Airplanes! For the longest time, I had no idea how to import vehicles, what was needed for them, and so on. But I decided to just make a simply plane-shaped thing and test it in the game. I just kept the pivot point the same as you would with buildings, but I put the nose wheel and the forward main wheels a little lower, as I recalled reading somewhere that the game automatically makes those move, and it worked perfectly! All I'd need to do now is make a decent model with textures and an LOD. Here's the test I did: Any suggestions for making planes work best would be appreciated! Especially where lighting is concerned, as I don't know if it's the same as with buildings.
  14. METMW: Prop Pack Beta

    Version 1.0.0


    Mass Effect: The Milky Way Project > Prop Pack Beta | Bβ METMW Prop Pack Beta is an archive of common Mass Effect Transport and Vehicles as well as airborne transports and ships. This release is a part of my on-going 100k special uploads for ME:Beyond (formerly ME:TMW) Mass Effect: The Milky Way Project > Prop Pack Beta | Bβ > Updates - METMW Prop Pack Beta will be updated when applicable, given that there are newly and readily available props from the METMW project. - METMW Project BAT and Lot files will be readily displayed with the required version, specified from a specific date of update onwards, or a file version. - When new the Prop Pack is updated, it's ideal to download and keep up to the most recent version, to prevent any issues regarding lots, or just to keep up to date with some of the really awesome sci-fi content on offer!. Mass Effect: The Milky Way Project > Prop Pack Beta | Bβ > Installation As with any prop and texture packs, installation only requires you to unzip the file and unload any prop files in the zip to your Local Disk drive's Program Files directory (in C: drive in most cases) SimCity 4 Folder, and locate your plugins folder. When replacing your older Prop Pack with a more recent version, simply download the newer version, follow the same steps and in addition, remove any obsolete files from the previous Prop Pack Alpha version from your plugins folder. Otherwise, if you know which files do not need replacement, unzip the folders you require. Included in this first version of the Beta prop pack is: (preview does not depict all available content in beta download -- best to leave some as a surprise!) ItemColors #Orientations #Elkoss Combine, Cision Motors Skycar11 Civilian1Elkoss Combine, Cision Motors Skyvan5 Civilian / 1 Ambulance theme1Human Systems Alliance, Geneva-Class Cruisers2 (SSV Nairobi & Tokyo)1Human, Standard F-61 Trident Fighter2 (H.S. Alliance and Cerberus)1Human Systems Alliance, M35 Mako1 Standard3Human Standard, M28 Grizzly, Tank1 Standard2Hover Flatbed Truck; W/ and w/o Cargo3 W/o Cargo / 1 W/ Cargo1 W/o, 2 W/Batarian Na'hesit Rigged Mantis Gunships1 Na'hesit Faction Colors1Note: The Skycars included in this prop pack are intended to supersede the original series of sky cars released. _________________________________________________________________________________________________________
  15. Any chance someone can work on these style vehicles? We had them within a month with Simcity.. A lot of modders have created quite few awesome looking vehicles and I can't wait to see what they could do with American Fire Vehicles like Tiller ladder trucks or Platform trucks. If you decide to choose this mission. Thank you in advance.
  16. Hi all, Having downloaded so many resources in the past from Simtropolis for SC4, It's time for me to contribute back to the community with Cities Skylines. Here's a collection of the trains that I've been working on for the last several months. This is the first game that I have released mods for, so I'm learning a lot as i go. Right now It's mostly trains and (upcoming) aircraft. Hope you guys enjoy my work! Workshop link (note: train lengths in game are different to fit the default station lengths): http://steamcommunity.com/id/CaptainAmuroRay/myworkshopfiles/?appid=255710
  17. I want to upload my train set on STEX but I see no category for vehicles. Only the main section which is Buildings, then Maps, Props, Game Mods, Road and Traffic, User Interface, and Program Tools. Where or under which category should I upload the trains? Would like to do this asap
  18. In one of my cities I have this road design that doesn't support vehicles going from one area of the city to the next with short roads but rather with long highway connections so it really creates a problem for me when a service vehicle goes out of it's way to a part of the city that is almost at the double the distance from the service building then it's coverage is. The green area for the buildings coverage ends very very far from the building that the service vehicle is going to visit but it still goes there. Then it takes forever for it to come back to it's own part of the city that it should cover and I lose a building to a fire for example right next to the service building that sent out it's vehicles to building that are very far from it's area of effect. What is the point of a area of effect and coverage for service buildings if their vehicles will travel just about any distance?
  19. Expensive Cars

    Version 1.0


    Here are a few relatively expensive cars VW Karmann Ghia - 1955-74 - a collector's piece despite the fact that half a million were built. Rolls Royce Phantom - 2003-7 - certain proof you've made the grade, or have a huge mortgage. Alfa Romeo 8c Competizione - 2007-10 - for that undeniable mid-life crisis Hudson Hornet 1951-54 - nostalgia and that winning feeling and a small green Mini 1976. All are in individual files, are driveable and will front up in expensive neigbourhoods. As they are unique they can be placed anywhere in /plugins. rivit Feb 2015
  20. Version 1.0


    Hey all What this distribution mod does: - Allows you to plop recycling truck garages anywhere in your city (still as modules) - Allows you to plop up to twenty of them NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of recycling vehicles in your cities for the ultimate recycling truck coverage and transportation. A video will be posted here soon. How to install: 1. Unzip the file. 2. Install the package file into your SimCityData folder. Enjoy! More mods are coming!
  21. Version


    Hey all What this distribution mod does: - Allows you to plop school bus garages anywhere in your city (still as modules) - Allows you to plop up to twenty of them NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of school vehicles in your cities for the ultimate school bus coverage and transportation. Here's the video: How to install: - Install the 00_OFFLINE_CAPTON_10_citywideschoolvehiclesdistribution.package file into your SimCityData folder. - Install the other two files into your SimCityUserData/Packages folder. Enjoy the mod! More are coming!
  22. Version 2.0


    Hey all What this distribution mod does: - Allows you to plop bus garages anywhere in your city (still as modules) - Allows you to plop up to sixteen of them NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of bus vehicles in your cities for the ultimate bus coverage and transportation. A video will be posted here soon. How to install: - Install the 00_OFFLINE_CAPTON_20_citywidebusdistribution.package file into your SimCityData folder. - Install the other three files into your SimCityUserData/Packages folder. Enjoy the mod! More are coming!
  23. Version 1.1


    Hey all What this distribution mod does: - Allows you to plop garbage garages anywhere in your city (still as modules) - Allows you to plop up to twenty of them NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of garbage collection vehicles in your cities for the ultimate garbage collection. Here's the video: How to install: - Install the 000_OFFLINE_CAPTON_citywidegarbagedistribution.package file into your SimCityData folder. - Install the other two files into your SimCityUserData/Packages folder. Enjoy the mod! More are coming!
  24. Version 1.1


    Hey all What this distribution mod does: - Allows you to plop HazMat garages, regular fire garages, larger fire garages, and the fire marshal garages anywhere (still as modules and still snap to road) - Allows you to plop up to twelve of each NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of fire prevention vehicles in your cities for the ultimate fire protection coverage. Here's the video: How to install: - Install the 000_OFFLINE_CAPTON_citywidefiredistribution.package file into your SimCityData folder. - Install the other three files into your SimCityUserData/Packages folder. Enjoy the mod! More are coming!
  25. Civilian Vehicles - Mixed Collection

    Version 1.0


    Transform your city's roadways with the new Civilian Vehicles Collection! Available for Online and Offline use! Over 5 weeks of work went into creating this vehicle mod, featuring vehicles from North America and Europe. A HUGE THANK YOU goes out to fellow modder, Tobse. I want to point out that this mod would not have been possible without his help with vehicles, his knowledge, and long nights spent on Skype chat with me fixing errors and putting this project together. This is just as much his mod as it is mine. If you get a moment, stop by to say thanks to him. Features - Replaces all 14 civilian vehicles in SimCity 2013 (Nissan Leaf DLC not included) - Custom color palettes increase available vehicle colors from default 40 to 128 total colors - Bundled vehicle textures are at 512x512 and 256x256 resolution Mixed Collection - Car List - Harley Davidson - Switchback (2012) - Volkswagen Beetle (2005) - Jeep Wrangler - Open Top (2008) - Peugeot 208 (2012) - Hyundai Elantra 5-Door (2005) - Ford F-150 (2012) - Renault Espace (2002) - Mini Cooper (2012) - Audi A5 (2012) - Toyota Camry (2007) - Volkswagen Touran (2009) - Acura MDX (2005) - Lamborghini Aventador (2011) - BMW 640d (2013) Installation Instructions - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityData\ folder - You may rename the .package files, make sure they come before "SimCity_App" alphabetically - Individual mod files for each car are located in the "Individual Files" folder for more flexibility Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page This mod replaces all civilian cars (14 in total) in SimCity 2013 to real-life, high definition versions of the vehicles. Our plan is to release full separate versions for Europe and North America in the near future, this is simply our first mixed edition to get it in the hands of players as soon as possible. If you notice any problems, please report them in the comments and we will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy modding Tobse & Parker Skyestorme Review: <iframe width="560" height="315" src="//www.youtube.com/embed/OZSpb7w1dR0?rel=0" frameborder="0" allowfullscreen></iframe> Authors: Tobias Ralew - http://www.tobs-design.de/ - Parker W Young - http://www.parkerwyoung.com/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Tobse for helping to create such a great mod Special thanks to Princess Cake, elemental1100, DrWatson, Dilin, CapTon, shanemitch333, John, NickyZero and BadEyedea for Beta Testing! Special thanks to Dilin for screenshot contribution Special thanks to Skyestorme for an awesome YouTube review!

Thank You for the Continued Support!

Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!  You've really help make this a great community.

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, so that we can help keep bringing SimCity players together to share our creations.

Make a Donation, Get a Gift!

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


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