• Moose
  •  

    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.

Other images in Photoshop Challenge (S3-05-E)

Day'n'Night

Please view the picture in fullscreen.

My Entry for the photoshop challenge. I made a custom interchange. You can see it at the bottom. Afterwards I changed the time of day. But I decided to undo the changes because you could not see the interchange anymore. Well, now you can see both, day'n'night :thumb:

I know. I have stupid one way street arrows. I'm too lazy...:no:

Hope I can show you some day even more of the city. But at this point only half of the big city tile is plopped.



europe.au, nos.17, matias93 and 9 others like this
From the album

  • 14 Entries
  • 36 Comments


6 Comments

I made a selection of a small piece of road. Then I copied the selection to another layer and moved and rotate it to extend the road in the direction i wanted it to go. Then I repeated the first step multiple times. After that I merged all road-extension layers, made a selection of the stuff I don't want, and deleted it. The last step was to use a soft brush, choose the prefered color with the pinpette-tool and paint the ramp itself. I have a wacom tablet but I did not used it. The painting job was easy and quickly done with the mouse.

Here is a picture showing the vanilla state and a half way through step of the process:

 

 

ps_challenge3.jpg

matias93, simmytu, Ln X and 1 other like this

Share this comment


Link to comment

Create an account or sign in to comment

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

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

  •  
  • Similar Content

    • By RandyE
      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
      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
      ___________________________________________
      Sci-Fi Description:
      The science-fiction descriptions for alternate tech. lots with radical improvements helps to fit the lot conceptually into the game while justifying what others might simply call a 'cheat'.  This one is a bit of a whopper, but entirely plausible. 
      Water is compacted into super-dense ice crystal cubes and delivered to the Aquifer generators by vertical descent from orbit.  Anti-grav. tech. is used to manage the very heavy cubes (not shown).  The cubes are then decompressed and the water is pumped into the aquifers, providing fresh-water to civilization and to ecosystems suffering drought.  The added benefit is improvement of atmospheric, tectonic, and tidal ⇌ (equilibrium), and saltwater pH balance for life-support of the Earth.   This tech. may also be used to re-pack glaciers effective to surface albedo and global climate improvement .
      ___________________________________________
      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.
      NOTE:  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 relot that will appear in the water utilities.   The dual purpose is combined into one lot with its own unique menu icon.  Please read instructions carefully before hastily making negative reviews.  Please ask questions respectfully if there are any problems with the use of my mods.  Thank-you.
    • By mawendir
      Hello everyone, it's been a long time since I've not been around here. I got a problem. My FPS locked at 60 FPS and whenever I zoom in/out, FPS drops huge, like to 1 or 5 FPS and it's quite bothering. I changed my "Graphics Rules" and "Video Cards" files properly. I switched integrated GPU to high performanced GPU in NVidia Control Panel. I set launch options properly either, like -CPUCount:1 -CPUPriority:high -d:DirectX etc. and I chose hardware rendering in game options. All I want is to play SC4 smoothly with my GPU but without V-Sync, without huge FPS drops, without having any freezing and slowing issues. And lastly, I've noticed that when I save graphic options in game and then restart the game, it doesn't take any effect, it resets to old options. Any help would be just perfect. Thank you already!
    • By T Wrecks
      INDUSTRIAL REVOLUTION MOD -
      WALL-TO-WALL INDUSTRY 
       
      Manhattanville Pack 3 by NYBT ABBT
       
      1 - INTRODUCTION/OVERVIEW
       
      After another hiatus, I finally gave myself a push and got around to uploading this one. It marks the 14th upload in the third (and probably final) series of IRM W2W lots based on BAT models made by other artists, this time a mix of dirty and manufacturing industry. Once again, I didn't have too much work with this one because the high-quality 3dsmax BATs in this pack, Manhattanville Pack 3 by NYBT / ABBT were designed to be W2W in the first place. I merely tweaked a few stats, assigned the zones, added a few lot options, and a prop here and there.
       
      The buildings will provide 36 to 140 I-M jobs for your Sims (for details, see lot breakdown below). Most of them will look best among low-rise development; 641 West 131th Street can even be used to "cross" a 4-tiles deep W2W block because it is long enough to face both the street in front and the one in the back.
      As the screenshot shows, there is not much lot design to speak of; the buildings mostly sit snugly on the lot with blank walls to all sides not facing a street/road.
      As usual, here's the list of lots included:
      603 West 130th Street (108 I-M jobs): 2x2 straight, Stage 1 641 West 130th Street (140 I-M jobs):
      2x4 straight, Stage 1 (2 versions) 524 West 131st Street (112 I-M jobs):
      2x2 straight, Stage 1 624 West 131st Street (100 I-M jobs):
      2x2 straight, Stage 1 630 West 131st Street (72 I-M jobs):
      1x2 straight, Stage 1 3247 Broadway (136 I-M jobs):
      2x2 left corner, Stage 1 2x2 right corner, Stage 1 3251 Broadway (128 I-M jobs):
      3x2 left corner, Stage 1 2x3 right cap, Stage 1 In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low.
       
      2 - USE
       
      If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s).
       
      If you no longer wish to use this download, proceed as follows:
      Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done.
       
       
      3 - DEPENDENCIES
       
      IRM W2W Base Pack
      Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply.
       
      In addition to this, you'll need the original upload of the BAT to see the building:
      NYBT ABBT Manhattanville Project (3rd Pack). Only the .sc4model files are required.
      If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 3.0 (or higher) from November 22, 2016 (or later).  
      RECOMMENDED DOWNLOADS

      Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots
      Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots
      Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers
      Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers
       
      4 - FINAL WORDS
       
      Credits to the NYBT ABBT guys for these BATs!
       
      T Wrecks, April 23, 2017
    • By Rotype
      Does anyone know what dictates the volume of through traffic and if it's moddable?  I'm talking about the amount of cars that enter your city from one direction and simply pass through to exit somewhere else.  I'm trying to set up a particular story where the region starts off sparsely populated and rarely traveled and the huge volume of through traffic really throws off the theme - turning my single national road connection into a traffic jam.
    • By T Wrecks
      INDUSTRIAL REVOLUTION MOD -
      WALL-TO-WALL INDUSTRY 
       
      Manhattanville Pack 2 by NYBT ABBT
       
      1 - INTRODUCTION/OVERVIEW
       
      After another hiatus, I finally gave myself a push and got around to uploading this one. It marks the 13th upload in the third (and probably final) series of IRM W2W lots based on BAT models made by other artists, this time a mix of dirty and manufacturing industry. Once again, I didn't have too much work with this one because the high-quality 3dsmax BATs in this pack, Manhattanville Pack 2 by NYBT / ABBT were designed to be W2W in the first place. I merely tweaked a few stats, assigned the zones, added a few lot options, and a prop here and there.
       
      The buildings will provide 72 to 260 I-M jobs for your Sims (for details, see lot breakdown below). Most of them will look best among low-rise development; 609 West 131st Street can even be used to "cross" a 4-tiles deep W2W block because it is long enough to face both the street in front and the one in the back.
      3259 Broadway is a bit of the exception here: It is much bigger, will look great in a mid-rise environment (see demo screenshot) and can be used as a kind of "end cap" for a 4-tiles deep W2W block, i.e. it will face all three street sides - front, back, and left/right - and sit neatly wall-to-wall with everything around it.
      As the screenshot shows, there is not much lot design to speak of; the buildings mostly sit snugly on the lot with blank walls to all sides not facing a street/road.
      As usual, here's the list of lots included:
      605 West 131st Street (72 I-M jobs): 1x2 straight, Stage 1 609 West 131st Street (100 I-M jobs):
      1x4 straight, Stage 1 (2 versions) 635 West 131st Street (100 I-M jobs):
      2x2 straight, Stage 1 3259 Broadway (260 I-M jobs):
      2x4 left cap, Stage 2 2x4 right cap, Stage 2 In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low.
       
      2 - USE
       
      If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s).
       
      If you no longer wish to use this download, proceed as follows:
      Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done.
       
       
      3 - DEPENDENCIES
       
      IRM W2W Base Pack
      Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply.
       
      In addition to this, you'll need the original upload of the BAT to see the building:
      NYBT ABBT Manhattanville Project (2nd Pack). Only the .sc4model files are required.
      If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 3.0 (or higher) from November 22, 2016 (or later).  
      RECOMMENDED DOWNLOADS

      Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots
      Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots
      Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers
      Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers
       
      4 - FINAL WORDS
       
      Credits to the NYBT ABBT guys for these BATs!
       
      T Wrecks, April 23, 2017
  • Recently Browsing   0 members

    No registered users viewing this page.