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Found 156 results

  1. Hello Mitchell's Whenever I apply a water mod Stock (A term used in KSP that means "unmodded parts") water texture used to illustrate borders of the map makes me lose my mind Its the same reason why beach texture used in beach lots that makes me lose my mind Is it possible to change that texture or make it fully transparent ?
  2. Water Export Bug

    In just one city-sector, when I export water to a neighbor, the town goes completely and inexplicably dry. My pipes are connected and able to supply ample water when there's no neighbor deal. Adding a large pump (or four) is no help. On its own, the sector consumes about 30k water in a one-school town on the east side. My four large water pumps were producing nearly 800,000 water high on a western hill, far from any pollution. Direct query showed that each pump was fully funded, powered, and delivering 199,997 water. The water graph showed 800,000 supply and barely readable demand. The water map showed full, 6-square water distribution from all pipes. The pipes were one contiguous network from pumps to town and neighbors (4 connections). Then I created a neighbor deal to sell 75,000 water to one neighbor. The pipes (and town) went completely dry, except for a patch immediately surrounding my pumps. I added a fifth large pump, then a sixth and a seventh, but they only expanded the patch by the size of each pump. I ran time off the clock -- one month and then a second, but the pipes were still dry. The graph showed me pumping 1.4 million water units, and even the 75k export was barely readable, but the pipes remained dry. It's as if even a small water deal consumes infinite water. So I canceled the neighbor deal, and all my pipes filled again -- showing water out to six squares from every pipe, proving that they're all hooked together. So is there a known gotcha in water systems and deals? Is it bad to have too many neighbor connections or deals? Can water be "lost" if a connection is bulldozed while a deal exists (I might have, from the other side). If a neighbor is years ahead on its clock, is there some accumulated water debt associated with its deal? Is it bad to have my pipes connect in a ring around the sector? (I ran pipes in a large rectangle near each edge so neighbors could connect from anywhere on the other side) I am flummoxed. I don't have any modded pumps. I do have the neighbor-deals mod that makes small deals possible. I've had it for a long time, and I haven't had problems before. However, I haven't produced 800k water in one sector before either. I have bulldozed back to two large pumps, but the problem persists. I am now bulldozing all water connections, and I may bulldoze all of my pumps so I can start over. If that doesn't work, then I may declare the sector corrupted and press the restart button. What else should I try before enacting a mayor's most desperate measure?
  3. I guess we all have seen this behaviour when playing: you make a very cool waterscape, with different depths, maybe MMPs and all of that, but when saving to the region, all those details vanish and the water is replaced by a dull colour filler with an average tint of your water mod. Is there some way to make the game save the water colour as it is on the open maps?
  4. Hi, Collective Wisdom, I am wondering whether Diggis water can be swapped for PEG's Tahoe. I know it has been done the other way around, for the shingled streams (Tahoe to Diggis water) ; therefore it must (or should...) be possible from Diggis to Tahoe, I said unto mnyself ! But whereas the 1x1 Diggis Pond water is a prop, the 1x1 Peg _PP_Water Tahoe is a lot ; there is no Tahoe 1x1 prop. So it can be Diggised, but not the other way around. Damn. Could anything be done ?
  5. Car Ferry Terminal

    Version 1.0.0

    1,313 Downloads

    Car Ferry Terminal, by Mattb325. --------------------------------------- While I quite like the look of the Maxis Car Ferry Terminal, after almost 15 years of seeing the same ferry building in game, it's time for an upgrade. This is a fictional building which I made for that purpose. While the lot conforms to the existing Maxis Car Ferry Terminal, it does not replace the in-game building. It is also slightly easier to place along the shore line - if you have ever placed the in-game version, you will have no problems using this lot as the principles are identical. Additionally, it uses standard maxis pavement textures (rather than a batted base like the in game version) so the lot will blend in with any sidewalk mods that you have. Just like the ingame lot, this lot is transit enabled for road, and as long as you draw the road into the lot, cars will drive through the building. Car Ferry buildings are a great alternative/supplement to bridges, and I use them to ease congestion on the road network. Please note the Car Ferry Terminal is a separate network from the Passenger Ferry Terminal. Ferries that leave from a passenger ferry terminal do not use a car ferry terminal and vice versa. Now, this is no different from the function in the vanilla rush-hour game, but as there are so few custom ferry terminals available for download, it is important to point out. Therefore, I recommend placing this at least twice in any city tile (on opposite shorelines) to get use. The ferry terminal is a modern building with a bar and restaurant on the upper levels. It has similar stats in terms of capacity and monthly cost to the Maxis Car Passenger Ferry Terminal, but provides a few more jobs. It is also limited to a maximum of 16 terminals per city tile and both this building and the in-game car ferry terminal count towards the 16 terminal number. Obviously it is found in the water transit section of the transportation menu and obviously it can only be placed in a city where in-game water is present; it does not work on canals or ploppable water. It has been tested to work in Vanilla (Rush Hour) and various NAM releases, up to NAM 35. --------------------------------------- STATS: Lot size : 3x5 Plop Cost: §150 Bulldoze Cost: §10 Occupant Groups: Transportation, Strikable Transit, Ferry, Car Ferry, Water Transit Catalog Capacity: 1,000 Wealth: Medium Wealth Demand Created: Jobs§§§: 1, Jobs§§: 8, Jobs§: 18. Pollution: Air 1 over 1 tiles, Water 1 over 1 tiles, Garbage 1 over 0 tiles Power consumed: 10 MwH Water consumed: 38 Gallons/Month --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two seperate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This file requires the following dependency: http://community.simtropolis.com/files/file/27915-cruise-ship-terminal/ You can delete the main model and lot files if you wish not to use the cruise ship terminal, but be absoluetly sure to keep the two files marked 'Mattb325_RetainingWall-xxxxxxxx' If you do not download these, the ferry building will appear to float above the water. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
  6. So i was wondering if there is any way i could change the config or something to make it so resources never run out, such as water, ore, coal and oil. If not, could somebody possibly make a mod? I will donate 10 dollars on the spot. If you want me to increase it, fine
  7. SimCoug's Little Well

    Version 1.0.0

    114 Downloads

    Description: I came across a discussion in the forums a little while back of somebody asking about a well lot to use as a water source. Well (pun intended), I got to thinking, that might be really useful... I know I could certainly use something like that. So here you are - two simple ground well lots that have the exact same properties as the Maxis water tower. One of the lots includes a base texture and has more of a rural look. The other is simply the well with no base texture or props... you can add MMPs to give it whatever look you desire. Feel free to use one or the other (or both)... Dependencies: None! (I can't believe I just wrote that) Installation: Simply unzip the file and put the entire 'SimCougs Little Well' folder in your plugins. If you wish to use only one of the lots, simply delete the one you don't need. Developer notes: This was really a one-off, simple lot... everything is Maxis based. I created it in a couple hours (including testing). If you run into any strangeness, please leave me a comment here. Support: For questions regarding this set, please feel free to visit my Lot Development Thread (SimCoug's Lot Den). Special Thanks: Maxis, you darn sonuvagun... great looking props!
  8. Hi, I'm aware of the regular water and beach mods out there, aided in no small part by CorinaMarie's fantastic guides: here, but when it comes to the "inshore" stretch of water (as it's defined by Rivit in his beach mod), I don't really know how to search for available options (what do you search for??). I mostly use the green inshore option from Rivit's pack: which I love, but when a situation calls for something a little different (beyond the options in Rivit's pack), I don't really know where to look... Can anyone point me in the direction of some alternatives? Cheers, Ryan.
  9. When dealing with a grayscale image, 8-bit,. what is the darkest RGB value that is still buildable land and what is the lightest water value? Like if I wanted to create a flat region with some water. Various websites give all kinds of values for these, no two websites tell the same values, but none are correct. They end up being all land or all water despite that these websites claim that RGB value x is water and RGB value y is land. For example one websites says RGB value for land is 88 and water 85 meaning that all three RGB values are 88 and water 85. but when I load an image to both Terraformer and SimCity 4 itself (ctrl alt shift r), it ends up being all water. This website was incorrect. Another website claims that the values are 83 for water and 84 for land but that is still all water in both the game itself and terraformer. I don't have any height mod or anything, so I don't know why that the values of these websites are not generating terrain like claimed. There has to be a different value that is correct for land and water, but I seem to cannot figure it out. These websites seem to be incorrect. What are the RGB values I need to use for land and water for creating maps? Thanks
  10. Do ALL trees -Maxis and 3rd. parties- really influence pollution ? I started a new city for this purpose. So I built an electricity factory in one corner, some distance away laid several industry zones, some more distance away i put some commercial zones, and still further away and build the residential zones. There a tile free from the zones and the road along one and/or two sides of the zones. Then I peppered those empty zones everywhere with ALL kind of trees. Then I ran SC4 and let it run for almost three years. Then I checked the pollutions levels and I didn't notice much change. Ergo, my first line.
  11. 2 questions about SC3KU

    I have 1 saved city were the date is 1904. Is there a cheat to turn on the airport button? 2nd question. On one of my citys no mater what I do the air and sea ports will not build (the rest of the city builds fine). Water depth is set right for the sea port to build. They are zoned, powered and water pipes layed. But the city is bone dry. I can't get 1 drop of water to flow. The desaltification plants are at the waters edge and the water pumps are right behind the desaltification plants. Everything is powered, pipes layed but no water flows. I am stumped. If need be I can screen capture any part of the city and post it. Steve
  12. Show Us Your Utilities!

    It's about time there was some utility love in this forum. If you have a power facility, water facility or garbage facility then this is the topic to post it in! I shall start with a small recycling centre in the middle of some rural suburbs. Another one would be the hydroelectric dam I created in Faverdale.
  13. I have never seen this problem before. I have used these for months without problem, now water will not travel beyond the area that the facility alone can provide. I have a water distance mod to cover more ares with less pipes but this is the first time I have ever seen all pipes connected and connected to the center of the facility but no water! Does anybody know what the problem could be? Samurott is the water provider and the Suicune next to it is the purifier. I used these two many times but this is the first time I have ever seen water not travel away from the facility.
  14. I'm working on a set of terrain-confirming rocks that are mostly going to be placed along side the shoreline, however, I keep getting this weird behavior where the water finds a hitbox of sorts, stops rendering and you end up with something that looks like this: Does anyone have any experience or a workaround for this situation? Thanks in advance!
  15. Version 1.1.0

    1,593 Downloads

    This lot has been tested in-game, it was found that at least 2 of them are required to almost completely reduce pollution across a large tile as well as to provide water across a grid of pipes covering the whole tile. It was tested also with the Utility Radius and Traffic Pollution Modd. Use the Data View and Cheetah Speed to monitor changes in water supply, air and water pollution. The pump is programmed to consume a very small amount of water so plop the pump in a non-polluted area as tests indicate it will not immediately clean its own base area and may fail to operate. Location: Water Menu under Utilities Menu, and Power Menu for 1x1 Generator You must connect both the large water pump and the sewage treatment connectors to realize both the effect of the radical volume of water and the treatment. The large water pump is the re-lot that will appear in the water utilities. The dual purpose is combined into one lot with its own unique menu icon. Stats: Lot Size: 5 (width) by 6 (depth) Water Produced and Treated: 1,000,000 cubic meters per hour. Pollution Reduction: -1200 over 300 Plop Cost: 25,000§ Maintenance Cost: 10§ Jobs: 15§, 290§§, 15§§§ Moderate Landmark and Park Effect. Transit and Network Enabled Power Consumed: 200 MWh (megawatt hours) Dependency: Included base texture .dat file. Maxis Night-lighting FOLDER: Radical Water Pump and Pollution Reduction V1 File: List of Alternate Water Systems.txt File: Preview and Install.html File: Readme.txt SUB-FOLDER: Radical Water Pump and Pollution Reduction This is the folder inside the unzipped title folder to be placed in your User\Documents\SimCity 4\ Plugins folder. It contains 2 files: 1. the Radical_Water_Pump.SC4Lot, and 2. the BaseTexturesElements_RadicalWaterPump.dat file with base textures extracted from my Vol.1 Base Textures Elements package. If you use the larger package then delete the smaller .dat file included as the textures don't need to be loaded twice. The larger package is linked below: Base Textures Vol 1.1: Elements, for SC4 1.1.0 SUB-FOLDER: 500 MWh Power Generator 1x1 File: RadicalWaterPump_PowerGenerator.SC4Lot I've added a 1x1 lot to generate power for the water pump. If you use the Data View Moisture Mod to locate a high volume of water it may be in a remote area, otherwise a non-polluted area may also be in a remote area. The power generator is equal to 2½ times the wind power plant. Previews: The 2nd preview shows the progressive reduction of air pollution; the reduction of water pollution is about the same. The test city has 2 heavy industry areas and congested traffic generating severe pollution over the entire tile. A third radical water pump would completely eliminate both across the entire tile. The 3rd preview shows at bottom Cori's Data View of Moisture mod which uses the radiation data view to show changes in moisture from rainfall. In more complicated terrain the moisture data view is useful to see where to place water pumps which depend on aquifers. The mod is linked below: Cori's DataView - Moisture v 2017.01.22 by @CorinaMarie The top 2 frames show the progressive increase of water-flow over the entire tile. Water pipes are tedious to place in large tiles requiring about a 30x30 grid. To make the task of watering the tile easier use the Utility Radius and Traffic Pollution Reduction Modd by RalphaelNinja linked below: UtilityRadius TrafPollution Modd by @RalphaelNinja The last preview is of this .SC4Lot in production in the Lot Editor for anyone who has enjoyed using SC4 as a design tool, creating .SC4 city tiles, and who may be considering taking the next step of creating .SC4Lot files. Using Lot Editor is not much more complicated. Below is the tutorial that got me started almost a year ago. Lot Editor: Beginner's Tutorial by @jbbry232 INSTALL: To install copy and paste the Radical Water Pump and Pollution Reduction folder into your User\Documents \SimCity 4\Plugins folder. To also install the power generator copy and paste the 500 MWh Power Generator 1x1 folder into the folder above.
  16. Version 1.2.0

    584 Downloads

    These textures are freely useable and distributable for any SC4 user created content, if they are used in lot-making it is better to refer to them as a dependency and link back to this file to keep file space on the STEX free of mulitiple repeated content. The texture data file is located in the FOLDER: Elements Textures DAT, 3 sample lots are in the FOLDER: Elements Sample Lots, and 1 7x8 test lot showing all 55 textures is now included in the FOLDER: Test Lot 7x8 Park. Also included are the 2 previews showing all the textures and this text in readme.txt and HTML. The texture '.dat' file size is 498K with 55 textures. This volume is called 'Elements', including diagonal, broken, patterned and squared stone, dirt, grass, metal, pavement, sand, water and wood. Also included are 3 sample lots found in the Parks Menu, each have been made functional for radical purposes of helping with start-up cash, reducing pollution and garbage, and recovery from nuclear meltdown. DAT FILE INCLUDED: FOLDER: Elements Textures DAT FILE: SC4_BaseTextures_Vol01_1_Elements.dat FOLDER: Test Lot 7x8 Park FILE: A0A_Base_Textures_Vol01_Elements_55_Test.SC4Lot This is one lot with all 55 textures in a 7x8 grid. This lot may be used to preview the textures in-game, then delete. FOLDER: Elements Sample Lots --------------------------------------------- 1.) Subfolder: Patterned Grass (Anti Pollution) Menu description: Base Textures Elements (Anti-Pollution) Vol. 1: Grass Texture. This lot is a sample which also provides some radical relief from pollution and garbage. _________________________________ 2.) Subfolder: Color Reg Mark (Radiation Reducer) Menu Description: Base Textures Reg. Colors (Anti-rad.) Vol. 1: Elements, Use this lot as a registration mark for color and contrast. In RGB, Red (255,0,0), Green (0, 255, 0), Blue (0, 0, 255), and Gray 50% (127, 127, 127). This lot will radically decrease radiation. Use this lot in the event of a nuclear power plant meltdown. When you plop this lot you will see the Maxis 'Sparkles of Purification'. _________________________________ 3.) Subfolder: SC4 Logo (50K Business Deal) Menu Description: Base Textures Elements (Bus. Deal) Vol. 1: Elements. 55 Textures: Stone, Dirt, Grass, Metal, Pavement, Sand, Water, Wood. Use Lot Editor to see all the textures. This lot will radically increase your income by 50,000 Simoleons a month, Use this lot to help get your city started, then bulldoze it. When you plop this lot it will appear as a 'Business Deal' in your budget panel. _________________________________ INSTALL the TEXTURES and SAMPLE LOTS To install the sample lots copy and paste the 'Elements Sample Lots' folder into your User\Documents\SimCity 4\Plugins folder. The sample lots are found in the Parks Menu. To install the textures copy and paste the 'Elements Textures DAT' folder into your User\Documents\SimCity 4\Plugins folder. _________________________________ ABOUT the TEXTURES, INFO FOR LOTTERS and GAMERS The texture images are derivatives of images from a variety of commonly, freely shared sources, hand re-worked for use with SC4. The design of the textures leans toward lower contrast, saturation and brightness as more usual in realism, and for dimmer screens. If using them for creating and distributing SC4 lots the '.FSH' file may be extracted and included as a '.DAT', but don't re-distribute changed associations between the image and the ID (instance) as that could impact another user of the file. No crediting is required, but no claim of original artwork should be made if redistributing them with SC4 lots. The Texture ID Range was assigned by the BSC Texture Index at SC4 Devotion. http://sc4devotion.com/forums/index.php?topic=2101.0 To redistribute variations of the textures or to make your own, request and use a unique personal Texture ID Range at SC4D. ---/---
  17. I'm wondering what you guys do to create a small pond... one that is larger than the tiny ploppable pond props but too small to create with actual game water. I wind up doing stuff like this and I feel a bit dumb. Is there a better way?
  18. SM2 Water Towers

    Version 1.0.0

    784 Downloads

    SM2 Water Tower. 2 lots with fully functional water towers. 2X3 Water Tower with pipe connection to SM2 Aqueduct. (Water output = 39700) 2X2 Water Tower (Water output = 26500) Just connect them with your city's underground water pipes! Enjoy Simmer2 PS. No dependencies!
  19. My game functioned normally up untill i decided to install the NAM-Team's Network Addon Mod. I noticed my game was running slower than usual so I uninstalled NAM. Then suddently whenever I opened a city, the water would be gone, as if the entire terrain had been raised. I've tried deleting all my regions and reinstalling them, I even ununstalled and reinstalled the GAME, but I'm still having the same issue. When I open a region everything seems normal up until I open a city. The attached image shows the region and one city that I saved after encountering this issue. You can see that the water is gone and the terrain looks like it was a high mountain. I believe it's something that the NAM modified in the way in which my computer reads the games files. If anyone please can offer me a solution I would be very thankful. In case you can't open the attachment... http://imgur.com/a/4kng4 or http://imgur.com/ugqHWI3
  20. Victoria Falls

    From the album Hall of Fame

    1st Place entry from Waterside (S3-17-W) Weekly 69 Rep 27 Bonus Points 55 TOTAL Points Challenge Results Data | Leaderboard Rankings The largest waterfall in the world, mighty Victoria Falls is located on the Zambezi River on the Zimbabwe/Zambia border. One of the seven natural wonders of the world, it's truly a sight to behold.

    © 2016 korver

  21. Busy busy harbor

    From the album Hall of Fame

    2nd Place entry from Waterside (S3-17-W) Weekly 41 Rep 16 Bonus Points 42 TOTAL Points Challenge Results Data | Leaderboard Rankings Harbor Springs is always a busy place, especially in the harbor itself! The harbor has docks for private boats and yachts, an in-and-out service, a pier with a lighthouse, and a freight dock for fishing boats and deliveries. The downtown area is connected to the harbor and this proves to be a major tourist destination.

    © 2016 slickbg56

  22. Boardwalk Marsh

    From the album Hall of Fame

    3rd Place entry from Waterside (S3-17-W) Weekly 28 Rep 11 Bonus Points 34 TOTAL Points Challenge Results Data | Leaderboard Rankings Boardwalk overlooking the marshy shoreline of Cisco Bay in Baycole.

    © 2016 Takingyouthere

  23. Shoreline Transition

    From the album Nature Scenes (S3-19-E)

    Mosaic shot of Varsity Park in Baycole, Pretoria.
  24. When I place a boat on water, it floats above water. How do I place boats so that they touch water and rock in water?
  25. Ever wanted to build your own SparkleCity, but just can't find the tropical textures I use as of 10/30/2016? Well, look no further than here. Also, all SC3000 textures have been eliminated from this thread for quality purposes. Welcome to Lynx's Tropical Shoppe First, we are going to start with some decent tropical terrain. I have only found one on the STEX, so there isn't much of a selection here, unfortunately. Next we have some water stuff, three great looking water plugins to choose from here, as it is easier to find water plugins on the STEX. More specifically, Tropical Water. Make sure to pick only one or you will experience severe corruption. Next, some beach textures... The most tropical looking is the white sand beach, and quite frankly, it also looks amazing.Only one plugin to choose from here again, unfortunately. Now we have the largest selection of them all, the trees collection. Six tree packages here to select from, and you can use more than one, but don't try to use them all, or you'll experience severe corruption in the form of CTDs. If you have any additions to make, feel free to submit them, as this is not complete. Thanks for visiting the Tropical Shoppe! New stuff is available every day.
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