• Moose

Canary Island Date Palm 1.0.0

(5.00)    (1 Review)
Sign in to follow this  
Followers 0

5 Screenshots

About This File

This is my first palm tree species for Cities Skylines. It's a 2 piece set including short and tall versions. Great for decoration and tropical scenes.

STATS:
Canary Island Date Palm- 1785 tris 1024 texture
Canary Island Date Palm Tall- 1925 tris 1024 texture
Normal map for bark included

All of my screenshots are taken in a Temperate Biome with no LUT in most cases. I do use Ultimate eyecandy to give a little fog in many shots and Ambient Oclusion.

For those who don't know, I strongly suggest Daylight Classic mod to fight the game's yellow hue. http://steamcommunity.com/sharedfiles/filedetails/?id=530871278  

As usual, I strongly suggest Boformer's Random Tree Rotation mod
http://steamcommunity.com/sharedfiles/filedetails/?id=556784825
And his LOD Toggler mod

Also BloodyPenguin's No Radioactive Mod http://steamcommunity.com/sharedfiles/filedetails/?id=666425898
And Prop and Tree Anarchy http://steamcommunity.com/sharedfiles/filedetails/?id=593588108

Steam Link available ----------------->





User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an Account  

Sign up to join our friendly community. It's easy!  :thumb:


Register a New Account

Sign In  

Already have an account? Sign in here.


Sign In Now

Thin White Duke

  • 5
  

Brilliant! It'd be nice to see some of your work in SC4. :)

Share this review


Link to review
  • Announcements

    • Dirktator

      06/30/2017

      This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we could benefit from some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution counts! Hardware Upgrades As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
  • STEX Featured

  • Similar Content

    • By Czardus
      I've started a new project:  Capilano Islands.  I'll be posting videos to my YouTube channel as I progress, along with additional background info on my blog.  Here's the first update!
      Blog post:  Capilano Islands - Starting Terraforming
       
    • By Roadman20
      Entry 1: Beginnings of Seattle, Washington... and early setbacks/rebuilding.
      Hello everyone!
      As most of you know by now, I've been showing off bits and pieces of my work in progress of building Seattle, Washington for Cities:Skylines.  I feel it is time for me to consolidate my progress work in a CJ place so I can share and you see my continual work in as close of an interesting city.  Some background on myself, I've loved SC4 finally came back to the city simulator world when Cities:Skylines came out.  My decision to build Seattle is due to living in the Pacific Northwest, although not in the city itself, for a number of years and the challenge it presents to a city planner. 
      So without further ado, presenting Seattle!
      I took Steam workshop map of Seattle and then I roughly recreated the regional highway network.  This work goes back sometime before After Dark.

      It was here that began my work on perfecting multi-level interchanges with the signature work on the Interstate 5 and Interstate 90 interchange.  This is first version built in map editor, obviously not perfect.  You'll see throughout this journal the gradual improvement on this design, which influences how I build interchanges now.

      As you can see, learning the finer details of onramp/offramp placement is pretty key to making good looking interchanges.  Too bad there was not any retaining walls at the time...

      Oh hey, look sunken wall assets are made.  This was my first real test of using them to prop up a hill slope while using duckclog's pillars. Unfortunately, I only had a single save file at this time of Seattle and the save file was corrupted.

      Well, it was a learned lesson to have two save files of that ever went down again... but the corrupted file incident provided an opportunity to rebuild in a more correct way.  I started Seattle again in the southern industrial heart near the I-5/I-90 interchange and made some immediate build changes. 
      First, Holgate Street Bridge and rebuilding Interstate 5 as elevated viaduct highway as it should be through this area.  

      Second, rebuild western termius of Interstate 90 near Safeco and Century Link Fields.

      Rebuilding the Interstate 5/Interstate 90 interchange in it's third and final configuration.  Sorry about the quality of this particular shot... As noted that new placement means a new alignment of the rest of Interstate 90 northward eventually.  Note that Interstate 5 is fully elevated now throughout this shot compared to earlier shots.

      Finally, overview of Pioneer Square, Sodo, and Industrial Districts.  Plus, early work on Seattle CBD layout.

      Next time, the challenge of building Interstate 5 through the Convention Center.
       
    • By richiesaputra
      for full video here : 
       
    • By Horus_Kol
      So, I've been importing maps to the map editor after getting them pretty much how I want in a graphics editor. So far my chain has been:
      Download from terrain.party (produces 8-bit grayscale PNG) Apply some curves in GIMP (still 8-bit grayscale) Convert to 24-bit grayscale in IrfanView and apply a bit of blur Import into C:SL The result is still a bit lumpy - and the smoothing tool is a bit heavy-handed/uneven.
      I suppose, what would be useful, is if there were a way to smooth the whole map in the editor at once - or a better method of producing the 24-bit image
    • By bonzibuddy
      How do you create articulated buses in this game? It looks like there was a mod but the author is AWOL and hasn't been working since 1.6.
  • Newest STEX Uploads

  • Recent STEX Reviews

  • Recent STEX Comments