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His Divine Hand

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    This looks like a warehouse model with bad textures slapped on in sketchup; which you admit it is. Honestly, this is a poor first showing by someone who has been around long enough to know better.
    Textured box, looks even worse than your previous one, should have listened to good advice in it's review. Do you have a thread in Bat thread? If not, you should to help your models reach their top potential.
    This is no nuclear Starbucks, but greatest mod ever!!!!!!!!!!
  1. Isn't it impossible to have three transit types (i.e. road, el-rail, and monorail in this example) share a surface tile?
  2. Perhaps because I play the Mac version their is a difference here, but I have found that for growable lots this is not the case. Their is no negative effect on game play if you remove a grown lot from your city, and can be used to prevent weed lots from growing again. But, if the description file is removed, the lot becomes blank. This is partly because the game save file records lot textures and model placements, and so long as their is a sc4.desc file to reference, it will work. But! There is a catch. Certain data views , or changing to low quality for textures and props, will result in the textures disappearing for good, which makes it less than ideal tool to use. Plus, while I observed no issues arise from removing lots that had already grown, there is always the chance something will come up unexpectedly in the future.
    Rather than upload a not finished product, why not start a thread in the forums and show pictures of your progress, ask for help, and get to a finished quality product uploaded rather than this?
    Rendered city tiles have been banned from the STEX for a variety of valid reasons. Not to mention that "works in progress" don't belong here, they belong in a showcase thread to get help on them, even if not illegal file type, this upload is poor.
  3. As it appears that what nekomaster wants to do is block all non-Euro tile set Maxis buildings (which begs the question why you don't just change the tilesets allowed in game. . .) from growing in his cities, it needs to be mentioned that blocking lots at the lot level may not be best due to how Maxis set up building families so that one lot can represent all four tile sets.
  4. challenge upload

    It's funny you mention the large empty space, because that is what I feel helps make this lot pop as believable! An excellent relot of Maxis content!
  5. challenge upload

    Huh, odd I can't leave a review, cause this would be a 5 star maxis relot. This is a great example how to improve upon maxis buildings.
    In disagreement to the previous reviewer, I recognize that this is a game, and anyone delusional to think the SC4 engine can produce realism should be taken with a grain of salt. I recognize that some of the props you use are older, and may not have aged well, but you lotting is solid, and that is what we are truly judging here.
  6. Is it just me, or does there look like something weird going on with roof modeling?
  7. I find it lulzy that a site started because some people had a tizzy fit over Simtropolis policy; in the process pulling almost all of their files from Simtropolis to be hosted on this website; now is justifying putting up files from an account intentionally deleted from said website. My, how times change. . .
  8. Making a growable lot bigger than 6x6 is fairly easy if you download the PIMX from SC4 Devotion, or by using iLive Reader and regular old PIM. Now, seeing your building rendered in SC4, I look at it and the colors and texture gradients don't look right in game. Have you downloaded any Hong Kong buildings by bixel? Comparing your buildings textures to his in game would give a better idea of precisely where yours are off.
  9. You know there is already a thread by Tarkus listed on the front page about this?