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SANTANA ISLAND - Traditions die hard
Chapter 01 - Introduction
DEDICATED - OP4 (Onlyplace4, Mike)
NOTE: This is a conservative City Journal in the style of classic 3RR by Dedgren (David).
I will expand this step by step page.
This unit is for my words of gratitude. Sorry if I can't remember them all.
But (sites, programs, teams, and people, names and logins):
Diktator, Jeronij, Pegasus, SC4 Polska, OP4, NAM Team , VIP Orange, JES, Ilive Reader, SC4PIM, PNG to FSH, Dat Packer 2008, SC4 Model Tweaker, Tool SC4, SC4 Icon Creator, HHarbor Team, DocRorlach, Dedgren, Ionionion with "OMCo Serial", NBVC with "All His Objects" too... etc.
New day - new names:
SimForum BAT Team (SFBT), FANTA, SM2 and ...
CP - Today
The list is very large - sorry - I'm going to continue it ...
The story began in 1949, but more on that later. Today 09-01-1950.
Now we come to the island Santana on a light aircraft. This Gent, B-07-07. Twenty years ago, someone built a village here. Then she left him.
This is a map of flight from Gloria state to Santana Island.
This is Osbourne City 1949.
The continuation very soon ...
Stadler EC250 ''Giruno''
Stadler EC250 International Variant
Bombardier Twindexx - SBB
Bombardier Twindexx - Chirpy Intercity
Stadler KISS - BLS
Stadler KISS - SBB
Stadler KISS - SBB: Props
Stadler - Glasgow Subway
Toronto Union Station Complex
Stadler KISS - GO Transit
Stadler KISS - GO Transit: Props
Hey - it's been a while.
After a long period with too much going on IRL I've just come back to C:S - and I'm so happy with all the new assets and mods. I fired up Red Rock again - but after a tour and adding a few things here and there I rather felt like starting with something new.
Welcome to Twin Lakes - a beautiful area based on a slightly scaled down valley around Bridgeport CA - a place I visited for the second time last fall. It's backcountry, behind Yosemite and a bit off the beaten track. I love it there - as a European it feels like the perfect Americana collection.
I'm not recreating the real Bridgeport - but I take a lot of inspiration of it. There's lonely gas stations, an airfield, a barren cemetery and behind the first mountain ridge you'll see clear lakes and amazing peaks. But let's not get ahead of ourselves - here's a few first impressions of my first town in the area: Bridgeport - named conveniently after its idol and off the interstate, so there's not much through traffic.
I guess there will be more in the near future. There's plenty of land... Enjoy!
As I gazed at the peeks of MrMiyagi's Paradise Reef green mountains, I said to myself, it would be nice if we could have clouds that brushed against the mountains like we see in the Caribbean and many tropical locations where some clouds hang low. Or even look down through clouds at our cities and regions. Or how about taking a first person flight through them in a plane or helicopter. Then @RonyX69 provides us with a script for the rotor shader so we can have semi-transparency and eventually it hit me to try and make 3D cloud billboards just to see what would happen. I also took inspiration from the cloud billboards in Flight Simulator X.
I have mixed feelings about the results so far and I'm not sure if this will go all the way to a workshop item. But I think it's worth a try.
Starting the billboard method:
First thing is to make a plane and map it with the desired cloud texture. Then it's important to duplicate the plane, flip it so the normals are facing opposite directions, offset it a bit so no z-fighting, and then mirror the UV in both X and Y (in Blender). At this point there is a lot more experimenting to do in order to get an good billboard orientation to see a seamless cloud when rotating the best we can so we don't see too many edges from the sides. I will be studying cloud billboard methods and share any interesting info I find. There are many possibilities with all kinds of cloud formations.
How the game renders them...so far:
The clouds do not have a smooth transition between the closeup intended look and the LODs. At LOD distance, they develop hard edges and lose the fluffiness.They also disappear off and on I think when in LOD transition. I don't know if this is a permanent limitation with the rotor shader or if we can overcome it. If not, the best this kind of asset can be is screenshot candy. Also it would be a good idea to make some kind of anchor like a rock so when you want to bulldoze the clouds, you know where the base is since it's high above.
Current challenge: To make better cloud billboards and see if the LOD transition can be improved.
Below are some screenshots of my experiment so far. I did the mesh as a quick test model so please excuse the shape.
The rest are shots I took forcing good angles with the camera
Next I will make better billboard formations. Maybe some can be simple flat meshes for shots right under or over them. All thoughts and suggestions are welcome.
Hello everyone. This will be my custom content showcase and workshop thread. In all the years I been a member here, I never uploaded any content but enjoying great work by other members. I take this opportunity to say Thank You to all content makers for making our city building experience so enjoyable. I feel that making content is overdue for me and I want to give back to the community. I have some buildings and trees that I will be showing in upcoming updates to this thread. I will also be asking for advice and help.
4/21/2017 Release: Lantana 2.0 Link http://steamcommunity.com/sharedfiles/filedetails/?id=910421838
More info on last pages of this thread.
Note: This post was edited 5/29/2015 to reserve this first post for all current updates.
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