Please Note: As explained here, due to limitations in the Gallery software, some Challenge submissions may include a larger version of the same image (e.g. for mosaics).
Before voting, please check in the description and comments section to see if the author has posted one of these. However, it should not be a disadvantage if an author just has the required Gallery image.
- 4 Entries
- 0 Comments
By Lee Towers
Hey all! I've been following this forum for a while now and all your amazing creations inspired me to start building assets myself. The first building is almost finished - a 3 track train station, as seen below (props for the person to recognise the station it's based on). I still have a few problems with it though, so bear with me:
1. The game is creating floors inside the building on its own. There's not even a vertex with the same z-coordinate where it's creating an xy plane inside the building. Is this something that's generated on purpose by the game? The floors are assigned the same textures as the roof of the building. They can be seen through the windows and are positioned about halfway behind the windows.
2. My sims are not using the third platform. I'm using the single station track with a platform on the left side of the track (relative to the direction it was laid). I thought it had to do with the pedestrian connections that I've laid down, but they are using the second platform which is accessed by the same pedestrian connection.
3. Speaking of pedestrian connections... I'd much prefer a rendered underground tunnel to the half-assed building I have there now but the game isn't letting me (it pushes the whole model upwards). How do I go about doing that? I know Joak uses them in his train stations, how did he do that?
Any help regarding one of these questions would me much appreciated! Feedback on the model is also welcome by the way... it's my first time using blender and gimp. The textures aren't final either (mainly the roof and supports need work) but I've yet to learn how to use bump maps.
On the STEX you'll find several different kinds of power plants representing a variety of post-doctorate theses on the advance of energy technology. The Energy Data Packaging Plant represents my contribution to the plausible power plants collection.
This plant packs more energy data into subatomic particles. Nuclear structure remains intact and the laws of thermodynamics are not broken, you just get more "bang" for your boson, thus, the Energy Data Packaging Plant generates 4X the power of the hydrogen fusion core using the wind turbine as its examplar. H2O is produced equal to the volume of a large water pump.
Well-educated technicians and maximum funding are recommended as a 2 picosecond delay before the acceleration of light must be maintained to prevent a supernova reaction.
All props and lighting are Maxis dependent.
INSTALL: Add the 'Energy Data Packaging Plant' folder containing the lot file to your 'User\ Documents\ SimCity 4\ Plugins' folder.
The animated preview above shows the 5 zoom levels of SC4 trimetric projection. The water connection preview shows where to connect the pipe.
An application for post-nuclear technological civilization.
8 (width) x 4 (depth) Lot Size. Power and Water produced: 8,000,000 MWh/ Gal. per hr. Water Treatment and Recycling: 1,000,000/ 60%, Maintenance Cost: 0, Monthly Income: 50000. Landmark and Park Effect: 10 over 20, Pollution Reduction -10 over 50. Transit and Network enabled. Maxis Night Lighting. Location: Power Menu, Business Deals, Trash Presort Ordinance
The textures file below is no longer a dependency. I've extracted the 4 metal textures and included them in the folder containing the lot. If the texture file below is used then delete the 'BaseTexturesElements_Metal.dat' (40K) file in the 'Cosmic Neutrino Power Plant' folder as the textures don't need to be loaded twice. (The metals textures .dat file may be freely used and included in works other than for the purpose of this lot.)
Dependencies: Base Textures Vol 1 Elements for metal base textures.
FOLDER: Cosmic Neutrino Power Plant
There are now 2 sub-folders containing 2 versions of the power plant, one has the 50K business deal, and the other has a 50K cost for plopping the lot but no business deal. Use either the 50K PlopCost folder or 50K BusDeal, not both. Select one and delete the other. The lots are copies of each other so the game will not separate them into independent lots. Neither have maintenance costs.
What this power plant (hypothetically) does is filter neutrinos from the origin of the universe that are the background static before all construct of atomic matter. The series of high power super-cooled magnetic plates slow down the neutrinos until they exert inertial force which is converted to thermal energy driving electric generator turbines.
For the electric power needs of the entire world, only one of these plants is required as its capability of generation of power vastly exceeds what the demand would ever be for civilization on Earth.
This power plant requires no use of any other fuel and produces no waste or radioactivity. There are no costs involved in either construction or maintenance as the power plant, once operating, eliminates the need for any form of abstract valuation of property, labor or resources. There are no security risks in the operation of this power plant as there is no excess of source, transmission or storage of energy.
Dedicated in memory of March, 11, 2011.
To install first open the Cosmic Neutrino Power Plant folder and choose one of the versions, delete the other sub-folder. Copy and paste the Cosmic Neutrino Power Plant folder into your User\Documents\SimCity 4\Plugins folder.
The Seaport Re-lot file is based on the stage 3 seaport as saved from the Maxis Lot Editor. I could not save and load either stage 1 or 2. The maximum capacity was realized for stage 1 in-game but no upgrade was automated.
There are 2 lots in this zip file. One lot is the seaport at stage 3 as is, and the 2nd lot is the expanded version I made using the Lot Editor. The user interface of both lots report about 50% efficiency, but neither reports any usage of capacity.
According to the BSC Seaport Controller "If your seaport funding is 100%, and the usage exceeds 95%, the seaports will upgrade on their own."
BSC Seaport Development Project Version 3.1
However, with the PEG CDK Seaport Controller also installed, no such effect was realized. As well, prior to installing either the BSC or PEG mods, the seaport did not upgrade automatically.
Following is a list of resources used in the creation of the preview images:
Drunken Water Mods, The Blues and Greys. In HD!
PEG CDK3 SP Container Seaport 110
Lighthouse 2x2 Lot Pack 1.0.1
Stanley Seawalls 1.0.0
BSC Ploppable Ships (v1.0)
Container Carrier 1
PEG CDK3 SP Ploppable Ships Pack 1 1
Authentic Shipping Containers 1.0
Neither of the 2 lots in this zip file replace the in-game stage 1 seaport and will appear in the seaport menu with their own unique icons. The stage 1 seaport should be used as the primary seaport for the purpose of moving freight. The stage 3 lots are intended more for the purpose of creating an active and visually complex seaport.
The Solar Collector 3 combines 10 solar collectors into a single facility producing 5,000 MWh/month of clean and efficient power for your cities. Unlike the game's default solar plant, which employs the Concentrated Solar Power principle of using mirrors to focus heat that is converted to electricity, these true solar collectors use Photo-voltaic cells, which convert sunlight directly into electricity.
The plop cost, power produced, and maintenance costs for this facility are the same as building 10, single solar collector plants. This combined facility merely saves a little space with the added convenience of a single plop and budget item.
This is a conditional reward power plant. It will become available in the game after you have met the same conditions required to make the game's default solar plant available. (High Wealth Residential Population - 3000 Mayor Rating - 55)
The office/warehouse is part of a 2 structure building prop family to add a little variety. When plopped, one of the two structures will be randomly selected for the lot. The lot is transit enabled and should be connected by street to your traffic network.
* Special thanks to Pegadyne Industries for their development of the new photo-electric collectors used in these plants that produce a viable amount of power from a relatively small collection surface.
** This lot requires the installation of the PEG Solar Collector 2 power plant.
** This lot requires PEG Lakeside Resort (PEG_Resort-Pack_205.dat)
**This file currently contains an .exe installer suitable for windows users. These files are in the process of being updated with zip files and this message will be removed once the update is complete.
All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
Recently Browsing 0 members
No registered users viewing this page.