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Showing results for tags 'vehicles'.
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SimCity 4 has a fun 2000s America. I really like the Luxury sedans of that time period the in game ones and the mayor limo are my favorite cars in the game. In real life i have a Executive Stretch black 4 door towncar limo and a black standard Lincoln towncar. I was wondering if someone would be able to program the same models i have into the game vehicles visually. I know its a small feature but real towncars and stretch limousines feel like a part of SimCity and that era and would be a nice enhancement to the game.
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Version 1.1.0
70 Downloads
The "luxury" car set, oldtimers and a "poor mans Corvette" (Opel GT). The Pantheons of the '30s are really this large. Equally the E-Type, it is a following model to the D-Type single seated open racing car which was nick named "long nose". In fact this model would be a lightweight E-Type (it would be to notice by the little side skirts which was an invention of the modder/designer to give this "airplane" a little downforce), completely in aluminum, a killer machine of which only 12 was made, one of the most expensive today. To be honest not a single car is mine, but why should i model a car if there is a vast amount of models in the web? (or was in case for nfs3 & 4). Also often i couldn't make them better, i'm not used to i can script you a rig with three joints but i won't model nice cars. The problem is simply lack of patience. (i learned to have - some at least but it's still hard, now i enyoy it to be myself now all the years with work and family i had to suppress myself).-
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Version 1.1.0
79 Downloads
Probably the most useful one apart from the Chevy Vans. Ocean Gas is "THE" SimCity Gas and Soylent is a what it is the "soy-lentilles corporation" better known as Nestlé. Both of course was made with an eye on my own two buildings the Soylent Manufacturing ("Pump it Up") and Ocean Gas refinery which is simply to large for sc3k (a 300 x 300m building). The Copter might be a bit to large but i scaled it roughly by the one in the game (it is a bit larger as the one on my classic hospital). The tanks are guesswork, i assume it's already a fantasy model by the modeler who made them they was very short, to short for a tank, he often reused models parts and textures that is common and very fine for the purpose they was meant around 2000. Cop, cab, and some other use all the same basic texture from the "le sabre" (unused except for cab and cop), the engine for the trucks is also mostly the same.- 1 Comment
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Version 1.2.1
127 Downloads
My first collection of vehicles for the BAT, they are indeed a little oversized. Critics and suggestion welcome, i feel fine with them but i can't judge for someone else. Prospect: I had years ago downloaded a window prop (not a detail) it's a good way to have better looking window framework ("stukkatur"), that's the next thing i like to try out. Quelquechosedautre's image of "Royal Duke" what was reminded me of this possibility, it will rake out of the wall even if finally a lot is lost, also some balconies are planned. Feel free to make suggestions what you would like to have as Prop (and miss). A wrecked UFO to stick in a wall? -
Good morning or evening depending from where you are joining. I believe that due to my recent injury and hospital visit, some of the voting results on important matters regarding New Udanani have not been appropriately presented to you. This is why we shall now have a quick rundown of all relevant votes. Accordingly, be it known that: VIP Terrain Mod was chosen as a rock texture for New Udanani Water texture for New Udanani remains unchanged (Rivit Coastal Modd - Tropic) A second, narrative-oriented city journal on New Udanani will be launched, focusing on cultural and historical aspects of the region and the individual tribes. If you are a reader type, you will enjoy it. Activators shall export their surplus mining products to Altruists. And the latter point is where we start off today... The convoy of barges, loaded full with prime-quality limestone, marble and gravel moved silently up Jaland'di River. Respecting the decision of the Revered Spirits of the St'ropoli Dimension, the Activators have sent a trade mission towards the area occupied by the Northern tribes, hoping to make good profit and new friends. Despite their advantageous geographical location, the Activators have not engaged in any politics yet. The captain of the convoy was enjoying his morning coffee, coordinating the movement of the fleet through the river. As he was taking the next sip of his favorite drink, the radio went on and a somewhat bored but simultaneously tense, military voice announced: - This is Altruist River Patrol corvette "Kingfisher" to approaching barge convoy. Set your transponder code to zero-five-eight-seven and state your business. The captain put his coffee aside, grabbed the microphone and quickly replied: - Setting transponder now... This is Activator merchant convoy, bringing industrial materials for trade or commercial exchange. Requesting permission to moor in Serene Thoughts. - Confirmed. On your way. The barges soon moved past the patrol boat and thrown anchor just outside Serene Thoughts. The government officials have been notified about the arrival of new guests from as yet undiscovered tribe. Two hours later, Activator officials and merchants were invited for a round of talks in the local town center. After the talks concluded, Altruists left the town center with mixed feelings... They were quite shocked to learn that Activators consider harmful dirty industry or sand-swept mining wastelands to be a form of development as good as forests and parks... Some of the delegates described the Activator style of city building as "sickening", pointing out that their cities are too congested and lacking clear boundaries between different developer types. The Activators were a bit more kind towards their new partners and quite impressed with the spatial planning of Altruist cities. Especially the capital of Wellbeing which had no empty spaces but, at the same time, was not a glass-and-concrete desert. All in all, the Altruists agreed for an exchange of ambassadors and also declared their willingness to purchase some of the mining materials brought to their shores. The Altruist Tribal Council planned to establish a new town in the near future and it was determined that quality construction goods might be really useful for their newest plan. But the idea of a new town in the rural Northern Udanani was dwarfed by the great city-building leaps that the Businesspeople have made. Due to the recent Coastline Summit and the business contacts made there, the tribe has gained a lot of new confidence and wealth. These gains made it possible to turn two, unassuming traveler service points on R-1 and R-3 highways into fully-grown towns. Developing new cities along busy communication networks is always good for business. Thus, Newfoundwealth and Dollar Grove have been established. Newfoundwealth is the more successful of the two. Wedged between the Businesspeople capital and the already grown Cashflow, Newfoundwealth is passed by thousands of travelers, tourists and businesspeople on a weekly basis. All of it began from the humble travel service points integrated into R-1. These, later developed into larger, low density area of shops and hotels which are heartily welcomed by automotorists passing by. After the town started to gain strength, some of the CEOs, entrepreneurs and other well-situated people began to move in. These privileged groups of pioneer citizens have established their homes on one of the prominent hills overlooking Newfoundwealth. A very fancy and stylish spot to live in... Eventually, the soaring number of travelers on R-1 stimulated the commercial growth so much, that a local downtown area started to emerge in the city. This is currently one of its most expensive parts. It also neighbors high-density residential blocks. Workforce and workplace numbers are in a good equilibrium so the city is as productive and balanced as possible in its current economic state. For its employees sake, Newfoundwealth has some nice recreational facilities too where office workers can calm their nerves down after work. Some of these include Township Square located in the area where initial urban developments took place. Nearby, one can also find relaxing Merchant Promenade. A highlight to this area is the agricultural market, located at the end of the promenade. The Smileyface and Resident farmers make up most of the traders certified here. A little bit closer to the downtown, one can also find the Profit Hill Gardens. A huge park complex named in honor of the Businesspeople capital city. At the Northeastern tip of the park, one can also visit Levrono Fort. Formerly a medieval dungeon, it was converted into a courtyard garden in the 17th century by the effort of the local noble family by the name Samanssito. All in all, the city of Newfoundwealth has a fitting name and the advantageous location surely contributes to its success. With many free spots being still available throughout the city tile, it is sure to grow even bigger in the future. Things are considerably more challenging in the Dollar Grove. The Businesspeople's first town built along the R-3 highway. R-3 does not receive the same amount of travelers as R-1. This communication network connects Central Udanani with the Resident-occupied areas to the North which are scantily populated. Therefore, although this town could be established without problem, it cannot spread its wings to the same effect as Newfoundwealth. As you can see, the town is rather simple and consists of several roads and low-income neighborhoods. All commercial developments are located along the busiest patch of the main road and lay close to the highway itself. Strategically, the zoning is good but the growth in this isolated patch of Udanani is woefully slow. In an effort to invigorate the town a bit, local government has even allowed some industry to develop West of the highway. The industrial zones bring in the much-needed money but are otherwise a testament to the town's current hardships. Some economists are concerned that the Businesspeople have simply overstretched their resources. However, the success of Dollar Grove is a matter of political ambition for the tribe and the government is ready to support the town for as long as required. While economic considerations are of no interest to them, the Slackers are concerned about the establishment of Dollar Grove for a different reason... According to a nearly forty-year old warning handed out to the Udananites by Sulka - their deity - it is forbidden to build anything it the immediate vicinity of The Sacred Pond of Forces. However, as Dollar Hill is right next to it, many Sulkourbanist believers are fearful of the possible consequences this act may have on the future of Udanani... Thank you for reading and watching through the episode and for your many comments and likes under the previous entry. Comment replies: @sc4baidu - You're most welcome. Same to you! @Tamijo - My choice as well. @Honolulu - Thank you! @JohanD - Thanks! I'm glad you like them! @kschmidt - Thank you for your kind comment. I'm happy you like it! MMPing this area was fun. @TG24 - It is always nice to see you on my pages @TG24. Feel free to drop back in anytime you want. Yes, I agree from my point of view as well - #35 is one of the best and most detailed episodes in this city journal.
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Hello I recently download the "Persistent Automata Mod (PAM)". Upon installation, this mod makes my already slow game play even slower. I originally downloaded the mod, hoping to make the city look more realistic, because the default game makes car constantly disappear regardless how many pop you have within a city tile. I saw that PAM was last updated in 2010, so it has been 12 years since its last version. is it because the mod is so old, and it is having compatibility issues with the latest NAM 44? which had its latest update in Mar 2022. another quick note, i realized the default game only allows on and off ramps when avenues are crossing elevated highways, but ramps won't form when an avenue crosses ground level highways. is there a mod or asset that allows on and off ramps when avenues are crossing ground level highways? Thanks.
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How do I enable the animations for the vehicles in the SimCity 4 Deluxe Edition, please? My airports, railways stations, bus sations and ferry terminals are not showing the vehicles going about their daily duties.
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Version 2.0.0
882 Downloads
This prop pack will contain all types of aircraft ranging from commercial airplanes to military airplanes. Version 2.0 contains the following aircraft: You can find images of what this prop pack contains here: ------------------------------------------------------------------------------------------------------------------------------------------------------------ I will update this prop pack constantly so you must be on the lookout. Scale of the model: 133% on all axes. Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). You can make voluntary contributions to support me in continuing to create more content for SimCity 4 (I decided to use Paypal instead of Patreon because I want everyone to have access to my content). https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to all people who have donated to me! -
Most stable NAM automata controller - which one is it?
TheMurderousCricket posted a topic in NAM & Transit Networks
Good morning or evening to some, I'd like to ask which of the automata controller presets that come with NAM is the most stable one? By stable, I mean "the best for screenshots, with the least number of 'ghost vehicles' visible at any given time". Any tips, suggestions? -
New computer, SC4 reinstalled (GOG) but I'm getting these unexpected "hatched cars", also happening to the smoke in my power plant. What could be causing these bugs?
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Version 8.0.0
5,003 Downloads
Automobile DLC will contain cars, trucks, tractors and bikes. Updated to version 8.0, see below to see what's new. You can find images and info of what this DLC contains here: >>> This thread is abandoned, I will update the images in the next few years <<<. Specs: You can find the vehicles in the props section as: Cars: AGC_CAR_ AGC_Police_ Trucks: AGC_T_ AGC_FT AGC_Ambulance_ Vans: AGC_V_ I will update this DLC constantly so you must be on the lookout. Scale of the models: 133% on all axes. Installation: From now on all my dependencies will be Datpacked, so you must delete the folder located at \Plugins\Barroco Hispano DLCs\Vehicles DLC\Automobile (If you have installed version 7.0 or earlier). Now you can make voluntary contributions to support me in continuing to create more content for SimCity 4 (I decided to use Paypal instead of Patreon because I want everyone to have access to my content). https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me. -
Salut, what do I have to delete, install or move so that I can use the Was_NL_ emergency vehicles in the game ??? This means the emergency vehicles of the Netherlands. Police, fire and ambulance vehicles. Want to have. I would also like to know the same if I would rather exchange European trucks for American ones ???
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@hailman made a mod named Variable Route Buses. This mod changes the behavior of the buses to allow Sims to ride the bus directly to work, by getting on the bus at designated stops but getting off anywhere they wish along the route. It might sounds unrealistic and make buses work like taxis, but this is how many municipalities operate bus service in more rural areas, like in Belgian countryside. So, if we can change the behavior of the buses, how about changing the behavior of the rest of the vehicles as well, by giving them new destinations and new abilities? Here are some ideas. Freight trucks begin from your industries and end up at the edges of your city (usually), at your freight train stations or at your seaports or in-land freight airports/spaceports. It looks like your industries supplies your neighboring cities, which is nice and welcomed, but never your own city. If they can ship their products at the other cities, why not at your own city as well? So, here is my first question. Can we make the freight trucks going to commercial (and even residential) zones as well? This could simulate the purveyance of the shops and offices, like having the trucks transporting food from the farms to the restaurants and cars from the car industries to the car dealerships. It could also simulate delivery orders from industries to residences, like ordering a new wire for your phone or spare parts for your car directly from the factory. This could made the traffic more realistic but also more challenging to manage it. Speaking about I --> C and I --> R freight tracks, how about adding a C --> R version as well? We already have some nice automata that could be useful for this task, like those commercial vans. Shops (and maybe even offices too) would function like mini factories that provides jobs to our Sims, but they'd also send products by vans to our Sims' homes as well. A kind of C <--> R connection. Now, let's make the add. Homes sends workers to shops and offices, shops and offices sends products to homes. Homes sends workers to factories and farms, factories and farms sends products to homes, shops and offices. Add the rest of the routes (like cars and buses) and you'll have something like this: R <--> C C <-- I <--> R It would make the freight trucks even more useful and the traffic even more realistic, but I'm afraid it would require a serious (and maybe impossible) scale of modding attempt. And now, my favorite part. Let's get nuts and heretic . We all know that industries can ship their products directly into the railroad if you build them right next to it. No need for the freight station. Just build your factories right next to the rails. But how about giving this ability to the residential zones as well, so Sims can use the railroads as an alternative for the roads? I'm not talking about visiting the closest rail station to get a big passenger train. I'm talking about this: Small, car-train hybrids for everyone! Just build some homes next to the rails and let your Sims hit the railroad to go to their jobs and return from them. Of course this will require a new kind of automata. Something like this: Big passenger trains, freight trains, and now small car-train hybrids. Another good reason to get rid of those track checkers. So, more useful freight trucks, delivery vans, and more flexible railroads. Can we have them?
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Traffic... This is the most searched topic about Cities: Skylines. And even after so many years of playing the game, it is still giving headaches to the mayors of virtual cities. I am going to write this out in several parts, as this is a comprehensive subject, but there will be a video attached so you can chose your preferred medium. The core problem of traffic is made up of several elements: 1. Vehicle numbers and types - topic of this post 2. AI traffic logic, lane usage, path choice 3. RCI zone design 4. Highways - city's regional connection (entrance) 5. Roads network design First part is going to be about vehicles, what kinds there are, where they spawn at(start at), how they travel and how they teleport (despawn), understanding all types of vehicles and the rules behind them will help you build better cities, and manage traffic more easily. Text or video, pick your media of choice: The short story is this: In order to prevent a disaster, that is triggered by traffic jams and city's service vehicles inability to reach problematic places in the city, we have to understand these vehicles and where they came from and how did they create that traffic jam. First question is what types of vehicles where in that traffic jam? The common traffic jam is made up by every type of vehicles: regional vehicles, delivery trucks/vans, cars and city services. Regional vehicles, these originate, as their name implies, in the region, outside the map, and they have two types. First type are the ones that are just in transit trough your city and the Second type are trucks and delivery vans who drive the loads of products for industry or finished goods for commercial buildings in your city. Both types don't have a home building in your city. They leave the city and the region after completing their deliver or if they are of the first type they just transit through your city. Depending on their objective you need to provide adequate road and highway network so that they can do their jobs quickly and not create traffic jams in your city. Delivery trucks/vans originate from industrial buildings inside your city. They spawn at industry buildings and depending on their type and cargo have objective to deliver products or goods to the next building in the chain. Having separate zones in your city that send out and receive these vehicles you increase the amount of time and space these vehicles need to finish their routs(jobs, objectives). If you produce more then you spend in your city you create extra traffic with exporters which need to find a way out of the city and into the region. Providing good, direct and fast connectivity to highways or cargo hubs becomes a must. Cars are Cims personal transportation vehicles. You can't eliminate their arrival from the region in them when they move in but you can reduce their need once inside the city. This can be achieved by zoning workplaces close to residences, by adding pedestrian paths, and numerous public transportation options. City services add up to a large number of vehicles. Garbage disposal, Firefighters, Healthcare, Deathcare and Police to name just the main ones. Huge cities require very high numbers of these vehicles to function. And each type has it's objectives that can be made obsolete if they spend to much time in a traffic jam. A Garbage truck that doesn't pick up garbage on time and a Cim gets sick makes for dead weight on a road and forces additional vehicles to be sent to those roads in form of a ambulance or even further down the chain, hearse if the ambulance doesn't get there in time. These domino effects can easily lead to abandoned buildings which leads to gaps in the electricity network which leads into ruin. The despawning, teleportation mechanic and the ingame vehicle number limitations provide a helpful respite form unending cycles of production, consumption and 24/7 work hours that create endless traffic which knows no ebb and flow, and because of which, it becomes impossible to deal with traffic at small scale, if it isn't designed into the city from the start. Large and huge cities benefit most from these hidden mechanic and limits, as they are working without actually having to obey the same laws that govern small cities, like delivery times, actual physical quantities and having to drive or take a ride to work. The long story: With the traffic overlay, which has a traffic flow bar, players can see what is the overall(average) percentage number of the traffic flow in their city. A higher number, for example 75,80,90% is considered a great traffic flow in a city. Besides this the overlay itself provides the "picture is worth more then a thousand words" effect with the color system of red for high traffic all the way down to green, low traffic, that provides a quick way of spotting problematic roads. This is a good visual representation, but it also lulls the player into a false sense of having a good traffic flow with the percentage bar because of it's average approach. While 99% of your streets and roads might be green, and have close to no traffic, a single part of your city might be experiencing a 99% congestion, and a huge traffic jam. This will still give you a high traffic flow % even if your are moments away from a disaster. *Why a disaster? Well because things in Cities: Skylines tend to fall down like a house of cards, or a domino train. It goes like this: A section of your city is having a huge traffic jam. Garbage pills up as city service vehicles are unable to get through the jammed roads to the building and remove the garbage. A single Cim gets sick. An ambulance is sent out form a near by clinic, but it too is stuck in the same traffic jam, only adding to it. That Cim is so sick, and with no aid, he/she dies. Now the cemetery / crematorium dispatches a hearse to pick up that dead Cim's body. But it never gets there. The body stinks up the whole building and it is abandoned after a short while. The longer the traffic jam is going on the more buildings become abandoned. And as this local event spreads, and more buildings are abandoned, they stop carrying over electricity. This is the final stage of this disaster as a break in the electricity supply stops every building from functioning and the city becomes a ruin as building after building is abandoned. Also, Death waves... need I write more? And so, is that one garbage truck to blame? No, it's not. It's all the other vehicles that made up that traffic jam preventing the garbage truck form doing it's job. A note here: A city's production, work, buying(spending) cycle in Cities Skylines is not only endless, but it also knows no weekends, holidays, or even night shifts. It does have a day and night cycle but it doesn't slow the city's RCI system nearly enough or long enough to take the heat of the roads for the night. Industrial buildings create goods and products 24/7 and require Cims to work 24/7 and shop 24/7. This means that there is little to no ebb and flow in a city but a constant unyielding pressure of hyperproduction an expenditure. I am not sure where the developers doing this on purpose to make a sociological/economical/political statement or it was just easier to make the game run like this. In any case the endless cycle is part of the problem as roads cannot clear as fast as more vehicles can spawn. In order to prevent a disaster, like the one I described above, from happening we have to understand these vehicles and where they came from and how did they create that traffic jam. First question is what types of vehicles where in that traffic jam? The common traffic jam is made up by every type of vehicles: regional vehicles, delivery trucks/vans, cars and city services. And those can be broken down further. 1. Regional vehicles, these originate, as their name implies, in the region, outside the map, and they have two types. First type are the ones that are just in transit trough your city, they move from one edge of the map to the other through the highways and your city, if your city has a connection to two highways that where not connected to each other at the start of the map. These vehicles are not counted in the Outside connections info view panel(import, export). Second type are trucks and delivery vans who drive the loads of products for industry or finished goods for commercial buildings in your city. These vehicles are counted in the Outside connections info view panel(import). Both types don't have a home building in your city. They are spawned at: the edge of the map, on a highway, or at a cargo station (train, harbor, airport). They leave the city and the region after completing their deliver or if they are of the first type they just transit through your city. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 2. Delivery trucks/vans originate from industrial buildings inside your city, and are not to be confused with delivery trucks and vans coming from the region(entering the city by a highway or cargo station). There are two types of these: city delivery and exporters. City delivery trucks will start at a farm, ore mine, oil field etc. (specialized industry type 1.) . and transfer raw products to a meat processing plant/mill, smelter, oil refinery etc. ( specialized industry type 2.) Next in this chain are new delivery trucks that spawn at those specialized industry buildings and transfer products to generic industry buildings(the ones that produce goods). At those buildings(generic industry) delivery vans will spawn and transfer goods to commercial buildings for sale. If any of these buildings, in this production chain, don't have a place inside your city to transfer their load(raw products, products or goods) to they spawn as exporters. These look for a rout out of your city to the region. This can be a highway or any cargo station ( train, harbor, airport ). These vehicles are counted in the Outside connections info view panel(export). Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 3. Cars, personal transport of Cims. First time you can see a car is when a new Cim is moving in to your city form the region. Next time you see a Cim using a car it might come to you as a surprise to see them spawning a car in front of them. It's called a "pocket car". For convenience sake Cims have the technology developed by Capsule Corp. right out of Dragon Ball(manga). This allows them to drive to and from any place they chose to, provided there are roads to drive on. Because you can't micromanage a Cims workplace it is inevitable, that as your city grows, and the maximum distance a Cim will walk is exceeded, they will start to use Cars, adding them to the traffic on your roads, to get to those far away workplaces or education buildings. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. 4. City services spawn a LOT of vehicles. Garbage disposal, Firefighters, Healthcare, Deathcare and Police to name just the main ones. While there are green overlays placed onto roads when you are choosing where to build a city service building(hub), showing where their vehicles will reach and specific service be available, this isn't a line in the sand. Vehicles will travel farther then shown and try and do their jobs. A small city has a few of these buildings, and each spawns from 5-20 vehicles. While a large, huge city might have hundreds of these buildings which makes for thousands of city service vehicles. Some of these vehicles do have special rule sets and can brake road rules as they speed towards where they are needed. But, their numbers are many while the road space to fit them all is too small. And once they get stuck in traffic there are no new vehicles that can be spawned and sent to do their job instead of them. They have to find a way of getting to their objective and if they can't the objective will not be accomplished. This is one of the main reasons why cities fail as a traffic jam "captures", "snares", these important, non interchangeable vehicles. See(read)*. Tips on how to handle these types of vehicles are below and will be explained further in the next part of this guide. Before I write tips on how to handle these types of vehicles: Two additional notes: The game has a built in system of teleportation for vehicles. Not all, but some types, like delivery vans and trucks. This allows for instantaneous transportation of products and goods between industrial and commercial buildings, called despawning. This teleportation can be turned off with mods. When a delivery van's time runs out it will be despawned from the roads and his cargo teleported to it's destination. You can test this by turning despawning off, waiting for commercial buildings to have a "no goods to sell" sign pop up, and then when you turn on despawning once again those signs are going to disappear in moments. On top of that there is a hard limit on the number of vehicles that can be spawned in a city map at one time. This number can be viewed using mods, and it is about 16k. Once this limit is reached imports start to teleport to generic or specialized industry buildings as well as goods to commercial buildings(if you are importing goods). Not all of it, but what can't be spawned into vehicles. Cims also use this function to great effect when going to school or work. So while you might make a fantastical public transportation system it won't be used as much as the teleportation system. Now for the tips, and these are just some of them, more will be in the next parts of this guide: 1. To help regional transiting vehicles pass through your city, without adding to your traffic, make sure to have simple, fast and direct connections between two highways which where not connected to each other before you made your city. Ideally a underground highway before or after the cities entrance. 2. To provide importers, both trucks and delivery vans with direct access to their delivery objectives you need to watch your Outside connections info view panel and be aware what you are importing. If it's goods then you need direct connection from a highway or cargo hub to your commercial buildings. If you are importing products(forestry, agriculture, ore and oil) then you need a direct connection to those buildings which are the objective of the importers, generic industry or specialized industry 3. If you are exporting goods or products you need the same things like above, just in the opposite direction so that exporters can exit your city, and the map, as quickly as possible, and with the shortest travel time. 4. If you are producing goods locally, and making sure to add new generic industry buildings as you add new commercial buildings the you have enough to supply your demand locally. But, to deliver those goods from generic industry to commercial buildings you need to make direct roads possible or create these zones next to each other. 5. Making a city that has all specialized industries(type 1. raw products and type 2. manufactured products ) as well as generic industry (making goods) will reduce the level of traffic coming in from the region. But, it will increase the amount of inner city traffic. Once again, careful zone placement of vehicle spawn points next to their objectives will reduce overall traffic and vehicle travel time. 6. Main ways of dealing with Cim's "pocket" cars type of vehicle are public transportation, pedestrian paths and RCI zone layouts that provide work, education and shopping next door to Cim's place of residence. 7. Cities services vehicles require a more micromanagement approach. Not only do you have to plan out specific unzoned roads for easy and fast spawning and travel of these vehicles but you also need to take the specific service overlay and building influence distance with a large grain of salt. As the green effect of a building over roads isn't an exact view of a building's, and it's vehicles, area of effect. These buildings also allow for a large amount of micromanagement with their budget as lowering or raising it will decrease or increase the number of vehicles they spawn. You don't always need the maximum number of vehicles on the roads, and the buildings them self's will reflect this dynamically as they spawn or despawn vehicles deepening on the need of that service. But when you have large traffic jams, and you see in them large numbers of service vehicles just siting there unable to move, it is somethings better to simply reduce their vehicle count, wait for your other actions to reduce the traffic jam further and then let the remaining service vehicles do their jobs. Add more vehicles as the need arises so you roads aren't filled with extra vehicles which make the problems worse instead of better. 8. When moving from a few thousand Cims city to 20k,30k-50k+ Cims city you are faced with the hardest traffic as you can easily reach the games limitation of 16k vehicles while having minimal amount of roads and highways to put all those vehicles on. The volume of traffic on a low amount of roads and highways is what makes those midsize cities grind to a halt in one large traffic jam. To avoid this build loads of excess roads, double up on one way two lane roads, have multiple connections between each city zone and enough distance to create enough road space to fit all the spawning traffic. This will give you just enough breathing room to push past 50k Cims to 100,200k after which the roads and highways become free of traffic jams as there isn't any longer enough of vehicles to jam them up. 9. More in part #2. Thank you for reading or watching, I hope I was clear and to the point, and that this will help you in making great cities. Best of luck, Peter
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Looking for some texturing tips: AO maps
Ryno917 posted a topic in Cities: Skylines Modding - Open Discussion
Hey guys, looking for some workflow tips from the vehicle creation guys. I want to make a few vehicles for C:S. I can model the vehicles fine and blunder through UV mapping, but where I struggle is creating the AO map; the shadows and highlights on the texture to give the low poly model some more definition. I know some artists use photographs of the real car, manipulated, to give these details, but what do you guys do when that's not possible (no good photos, fictional content, etc)? The only thing I can think of is to create a high poly version and bake an AO (and normal map) to use on the low poly car. Depending on the vehicle, that could be quite a bit of extra work. Do you guys have any extra workflows to achieve something? -
Bright shine when zoomed away from vehicles.
RaeFromStateFarm posted a topic in Cities: Skylines Modding - Open Discussion
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 -
Need help making vehicle asset [Solved]
RaeFromStateFarm posted a topic in Cities: Skylines Modding - Open Discussion
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 -
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?
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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
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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.
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(WIP) (REL) gio's custom vehicle garage
Giovanni E posted a topic in Cities: Skylines Modding - Open Discussion
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 !- 10 Replies
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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
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Old Vehicles - Carriages and Horse Wagons
LittleMac posted a topic in Cities: Skylines Modding - Open Discussion
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 -
Looking for guidance with retexturing vehicles
GillsMan posted a topic in Cities: Skylines Modding - Open Discussion
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.

