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.
Before voting, we recommend you download and try out this item of content:
Realistic recreation of the Monday market in Djenne, Mali. 1,200+ props crammed onto a 3x6 tile.
NOTE: This picture is used to simply show the lot "in action". Due to the restrictions of the contest, only the market portion in the center of the picture could be uploaded. If you still are unsure about what portion I'm uploading, please consult my STEX submission for a clear picture of just the market. Thanks.
Welcome to the development thread for CT14 lots and BAT. Here's a quick list of current releases so you don't have to scroll through the thread to find them all:
North American Freight Sidings
Llama Terminal Company
SABER LA River
Troy Gasholder Building
FAB Diagonal Industrials
In-N-Out Lowrider Show
Old Time Power Plants - jestarr Boilerhouses
North American Freight Sidings original first post:
Inspired by the lack of existing lots representing protypical North American freight railroad sidings, I've created a system of lots that can be used to create eye-candy rail sidings. They are transit-enabled for appearance. I have been encouraged to share my progress in a dedicated thread by helpful feedback in the Show Us Your Railroads general thread, especially from SimCoug, T-Wrecks, raynev1. And the whole thing wouldn't exist without the Jestarr props.
18 ploppable lots for different railcar types on double track rail Transit enabled connections to make the lots fit in seamlessly anywhere Three prop families to provide a variety from Jestarr's boxcars, intermodal and general merchandise freight ("Junkers") RRW compatibility Known issues:
Transparent texture bug as described here http://community.simtropolis.com/forums/topic/42425-transparent-texture-issue/ The lots need custom icons created and added, through Reader as described here: http://www.wiki.sc4devotion.com/index.php?title=Tutorial:Inserting_a_custom_menu_icon_with_the_Ilive_Reader Future development ideas:
Single Track Rail lots don't match exactly when using textures extracted from the RAM .dat, and I probably need permission to use them separately in any case. So, STR sidings may be a separate release at some point. Four-track lots would be prototypical for large yard trackage, but don't exist in RRW. Custom textures might allow some eye-candy four-track lots in future, this would resemble an updated subset of NCD. Dependencies:
BSCMegaProps JES Vol01 (v1.0) - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 For RRW, you need the NAM with RRW enabled. Download:
Please report bugs here. Thanks!
Please view the full size resolution link here before casting your vote! The gallery doesn't tend to do mosaics/panoramas a lot of justice.
The harbour city in all its glory. You may have seen my Sydney recreation before in my CJ True Earth here, but you've never seen it before like this. I felt like a panorama was the best way to truly capture this amazing city for this final challenge. This panorama showcases the entire center of the city from Hyde Park on the far left to North Sydney on the right, just past the iconic Harbour Bridge. To top things off, I decided to showcase the city in a sunset setting - while Sydney is amazing at all times of the day, I felt like there was just something truly magical about seeing Sydney in the sunset.
This scene features countless buildings imported into the game - real, ingame assets, just like any other BAT you would download and use in the game yourself. The bridge and highway system can are completely modular, a picture illustrating this can be seen here. This scene as a whole also required extensive custom content creation. A majority of the buildings had to be custom lotted in addition to making 40-50 custom made Sydney road textures, complete with authentic bus and bike lanes.
To avoid the 'show us thread ...' to be abused as a development thread I open this one instead. Seems on this project there is a need for this - as I have to learn and the project seems to become a bigger task to me.
"In this case, they are growable, which is clear if you've read the development thread. As for SPAM ready, I'm not sure anyone brought that up, although it would be nice *hint*"
Nope, sorry. These are my plans and it's still a long journey:
1. Non-overriding for triple choice: use Maxis-blocker or FrankU's Maxis replacers or (if you think so) Maxis alongside. In fact, many dependencies I will share with FrankU's farms and I try not to repeat what he already did but to complement his work as good as possible (he sems to like flower fields, I think, so me: less flowers fields etc.).
2. Big set with all CAM stages 1- 7 well covered (-> no SPAM). Advantage: I plan to pack grow stage 1- 3 and 4-7 separate - so you can use a part of the set (1-3) also if you haven't CAM.
3. Changing farm style and field style with growing stage completely. What you see in the posted picture - the south european, mediterranian style will only be stage 1 and 2. Slowly changing to more 'north american/central european' bigger farms and finally on grow stage 6 and 7 to really ugly heavy industrialized mass production.
4. But also - and that's the point why I got into it - having the farm field accordingly to the farms. So the vineyards and lovely things on the earlier grow stages (with the mediterranian style) but to have also farm fields looking like industrial mass production on the highest stages. I want to achieve the same significant visual change as for the cities also for the farms. Idears how the highly industrialized farm fields could look like are welcome. Me thinking about how I can make 'farm fields' not really fields but also some kind of modular industrial life stock farming rows. And well, I got the inspiration by @OcramsRzr , who made me thinking about how different farming looks like around the world. So maybe, if I find suitable stuff - I will do some kind of vertical farming etc. on the highest CAM stages too. But that are all thoughts, idears, so far.
5. If I'm right - there are CAM farms, but no one thought of a concept to use the possibilities of the CAM to redo the farm development through all the 7 stages before.
6. And yes, there will be a hell of dependencies. If I'm lotting, I do it to see all the nice stuff other people created on my lots. Girafe made some nice vines and from the SFBT team there are too nice vines (which I turned into timed props). So two different vineyards -> two different dependencies (and only for those!).
7. I also create and redo timed props partially. I don't want to change the farm fields altogether at March 1. Some change later, some change earlier - so I hope the fields become more natural in the seasonal changing and not like triggered by a fertility goddess that snips with her fingers and -bam! - everything is green.
So all in all - I see a terrible amount of work. And that's why I was disappointed when for almost a week nothing advanced and nothing seemed to work and why I was so glad when you helped me to proceed again.
As I just started this project - any idears on farming are welcome. Even idears like: I wish there was a cannabis farm (but I think there already is). Or stuff you would like to see on farm lots etc.
Hm - I just started to create farms for the first time and running into a couple of issues I don't understand.
1. I made a farm field. The ground texture changes on this farm field seasonally. O.k. - but why? How do I control this - I have only one texture on the lot, from where comes the other?
2. I made some custom farms. They grow and then, after a while a second one grows in midst of the plantation:
Like on the upper right farm - the left one is the farm, and then grew a second one right to it in the middle of the plants. Same on the bottom right - there grew a second farm on the south end in the middle of the plants. Any hints what I'm doing wrong?
Recently Browsing 0 members
No registered users viewing this page.