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T Wrecks

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T Wrecks last won the day on
June 18

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About T Wrecks

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    Simtrop Aficionado
  • Birthday 12/22/1977

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  1. Wow, thank you for updating what I consider to be one of bobbo62's finest BATs! This is one that has been in my plugins for a long time, and needless to say, your new lot really rocks! (props to the truck drivers for getting around that corner to the back, btw! ) Strangely enough, I don't even remember if the old lot that I'm using comes with the signpost, but it's a very nice detail as well. Time for an upgrade!
  2. Hmm... isn't it possible to use GHSR (ground high-speed rail) as well? I'm asking because I wouldn't use a 4-way crossing on a high-speed rail line at all, only regular switches. This page is for another game - Transport Tycoon - but contains a list of 4-way junctions (let's face it, your 8-way is actually a 4-way with each of the 4 ways branching an additional time), but the basic junction patters may serve as an inspiration for SimCity as well (be sure to click through the different 4-way variants). Especially with high-speed rail, you'll probably want to use far more space to accommodate for smooth, wide-radius curves, though - at least if you go for realism to some extent.
  3. ...aaaand the first of many new IRM uploads is finally on the STEX! *:party:

    This one marks my 96th upload if I counted correctly. I already have a nice surprise planned for my 100th upload... it won't be IRM, but I think it'll be a nice one. :]

  4. Version 1.0.0


    INDUSTRIAL REVOLUTION MOD SFBT High Enthalpy Wind Tunnel by Mathe Man 1 - INTRODUCTION/OVERVIEW After wall-to-wall (W2W) industry has been catered for, it's time to take care of regular industry. This time around, I'll begin with high-tech industry, and from there will work my way "down the ranks", through modern manufacturing and generic manufacturing back to brick factories with old-style manufacturing and, finally, dirty industry. With this series (it will be long!) I hope to bring some more variety to your industrial areas, and I hope I can also drag some old and not so common BATs back into the spotlight this way. For this first upload, I have picked a small and rather old BAT, but a pretty unique one: SFBT's High Enthalpy Wind Tunnel modeled by Mathe Man. Although small, I think the building is nice because you can get a glimpse of what's inside, and it's rather unusual in shape as well. Since all Maxis lots contained in the IRM Base Pack could optionally be used with toroca's Industrial Jobs Quadrupler, this download is offered in two versions: a regular one for those who prefer the default job numbers, and a quadrupler-compatible version for those who prefer using the modified stats. The .sc4desc files for the regular version will look like this: IRM_[Filename].sc4desc The .sc4desc files for the quadrupler version will look like this: IRM_[Filename]_x4.sc4desc After downloading, simply delete the file of the version you don't want to use. If you leave both in your plugins, the quadrupler version will most probably override the default version. The default version of the building will provide 20 I-HT jobs, the quadrupler version 80 I-HT jobs. The following lots are included in this download: 3x3, Stage 1 4x2, Stage 1 For those of you who like to play with day and night view, the building used on this lot is compatible with the following night light mode(s): Maxis Night with gradual day/night cycle: YES Maxis Night with static day or night: YES DarkNite* with static day or night: YES *DarkNite requires SimFox' Day and Nite Modd (or a similar darkening mod) to be installed in your plugins. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM 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 Base Pack with all its dependencies - while these lots will technically work, they are meant to tie into the IRM. They may look out of place and show unexpected behaviour if used independently. Since this is an extension to the IRM, all the dependencies of the original pack still apply. If you have them in place, you can download every single growable IRM and IRM W2W lot I have ever made and will never have to download any additional packs for props and textures used on the lot. SFBT Hochenthalpie-Windkanal von Mathe Man - you'll also need the original upload of the BAT to see the building(s). Only the .sc4model file is required. Any .sc4desc and .sc4lot files can be removed. NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. 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 Industrial Revolution Mod I-HT Filler Set 1 to dress up I-HT areas to your liking using ploppable fillers Heretic IRM Fillers - Diagonal Walls Expansion by Tyberius06 for more options to avoid ugly zigzag lines at diagonal walls Industrial Revolution Mod - Logistic Filler Set 1 by kingofsimcity for some realistic, high-definition truck parking to add around your industrial facilities 4 - FINAL WORDS Credits for this BAT goes to SFBT team member Mathe Man - thank him, not me! Oh, and you can expect many, many more uploads to come... T Wrecks, June 18, 2017
  5. @matias93: I sense something epic coming up... after that winding railway line leading up into the mountains, I have come to expect great things from you, and the screenshots are very promising already. @f3cs: Is that the Water Graphics Bug around those beach bars? In any case, I guess it's pretty realistic for an inner-city beach: six-lane traffic rushing past immediately behind, and a beachfront skyline that's... not entirely picturesque. Have you thought about adding some trees to that beach avenue median, and maybe also to the beach side of the avenue? I guess that would make the beach look a bit more cosy, but then again it might not be what you're going for... in any case, I always enjoy your pictures, there's much to look at. @feyss: OK, very much WIP so far, but knowing you, I have no doubt that we're in for some nice details. The park looks interesting already, and so does the road network! EDIT @ericexp: Actually it's pretty simple to turn an existing building into a prop: Make an empty plugins folder Copy the .sc4model file of the building you want to turn into a prop into that folder Start the SC4 Plug-in Manager You should find your model file in the right half of the screen, and on the left half you should see a tree structure with the different kind of building types you can turn a model into - growable or ploppable, commercial or industrial, etc. Find the category "Prop" (almost at the bottom), click and drag the model file and drop it over that category A new window will pop up where you can enter a name and some values. Enter a name like "XYZ" in the first tab of that window ("Required"), and you'll find your building as a prop named "XYZ" in the Lot Editor. (careful! You'll only see the building in the list of props if the lot is big enough to accommodate it!) That's it! Other values of interest are - in the order of tabs: Tab "Common": "is ground model" should be "true", "orient to slope" should be "false" Tab "Advanced": "Appearance zoom flag" should be set to "12345" to make the building appear in all zooms. "Light" should be set to "true" to enable night lights. "Previewable" will determine whether you can see the building when you have the lot on your cursor in game. "Requester" should stay on "Wealth"; the other properties aren't that important. You can also see a brief description of what each property does at the bottom of the screen. I hope this helps at least somewhat!
  6. This is a great idea! We often see cities that are a pretty wild mix of styles or cities that are very region-specific, be it Dutch or Mediterranean or Latin American - all of which is perfectly fine and a pleasure to look at. However, come to think of it, cities that actually focus on any one of the default tilesets plus a selection of thematically fitting downloads only are not that frequently to be seen, or at least that's my impression. Looking forward to some close(r)-up pictures already! EDIT The font police says that the typeface you used for Euro-Contemporary is bad - that "m" triggers me. My SO concurs, btw.
  7. Meh, it's really a difficult topic because there's little certainty, and we're trying to squeeze stuff into an environment that lacks a uniform and coherent scale anyway, even among buildings of similar type/size. That's the one point where rivit's article - a very good read, and a thoroughly presented and backed up argument! - kinda fizzles, because IMO Maxis scaling is by far not as thought through and carefully controlled as he seems to think. The way the buildings look (coupled with common sense) make me think that it was a team of artists and not just one person, and looking at the result makes me doubt that this team had very strict specifications to adhere to that were thoroughly checked by QA. There will have been some general guidelines and agreement, for example considering the overall downscale to squeeze more buildings into a city, or some fundamental scaling principles such as the Sims being overscale so we can see them, or the standardised building footprints for building families. However, I don't think a nondescript 3-storey commercial building, for example, will have been carefully scrutinised following strict mathematical guidelines, and rejected if it turned out that floor height was .4 metres off spec. It appears more likely to me that they eyeballed everything by plopping the building in game, checking whether the footprint was in line with the requirements for the building family the model would belong to, and tweaking only if the building looked so visibly and obviously off that it really stood out at the first glance. RL can be tricky, too, I agree. The house I'm living in (European pre-war W2W) has floor heights that decrease the further you go up. (This used to be pretty common, because historically these houses would often be home to a shop, its owners, and their family, with the floor heights echoing status. So the ground floor would be the shop, the first floor would house the owners, the second floor their children, the third floor maybe the grandparents, and the top floor any servants/assistants.) The first floor has a ceiling height of 3.4 metres, second floor is 3.2 metres, third floor is lower again (around 2.8 to 3m, I guess), and the fourth floor is maybe 2.4 metres tops. So, debating over 3.6% may be academically interesting, but IMO it's overthinking. (You can tell that I'm not a MINT guy, can't you? )
  8. Maxis streetlights are set to produce light cones automatically by night, but many (most) custom streetlight props aren't. If you want them to cast light at night, you'll have to add a light cone prop manually - it's precisely what I did for my IRM lots: a streetlight prop by gascooker + a light cone prop by Pegasus.
  9. Lots of great assets on that site! Pity it's not possible to add more growable buildings to a tileset, or has that changed in the meantime?
  10. That's some great modeling there, and for my part, there's definitely interest in infrastructure buildings such as water pumps - it's an often overlooked niche, in fact.
  11. I see these as a great modern replacement for DuskTrooper's mid-rise lofts. The material mix and some details like that "stone portal" (for lack of a better word) over the entrance look a bit tacky to me architecturally speaking, but your BAT is spot on as always. Very detailed structure all around, and nice details like the roof deck and the individual night lights, as they should be for a modern building. This one could become a staple download for anyone who wishes to build modern cities. Thanks for sharing!
  12. I don't even know if it's part of the package, but I dig that burger joint in the shape of a burger.
  13. Gaaaah... sometimes things seem so obvious when you see them, but still they never occurred to you. jestarr's boiler houses as power plants are such a case! Thank you for thinking of what I wasn't capable of thinking of, apparently! This is such a great idea, and such a good way to get power to smaller villages without having to plop some eight-stack behemoth into the countryside. And there's even a diagonal building, too! Do I know it? You bet I do - stumbled upon it when I was doing the Empire Leather Works relots (I think that's where it's from, isn't it?). Did I think about the possibility of turning it into a small, diagonal, old-style power plant? Of course not. It's awesome to see that you weren't as blind about the opportunities as I was.
  14. I think that's a great idea, but you should try to rotate the trees differently so they don't look so obviously cloned. You might also find flora (not prop) trees in Cycledogg's pack - these have the advantage that their rotation will be randomized each time a lot grows or is plopped.
  15. Great stuff here! I love the old shops - it's like a 2017 replacement for SimGoober's old Chicago W2W pack (or whatever it was called exactly). Love the lotting, too - no frills, but just enough details and realism. Of course, there's always the question of setbacks. JBSimio used 2 pavers for his BAT series, NYBT and mipro use 1 paver... personally, I use the latter standard, too, but pushing a few BATs a notch further to the street in the LE is not a problem at all. Those inner-city power stations are a fascinating concept, and it's suprising how good some Maxis buildings look. Of course, if I hadn't seen the real-world photographs, I might have thought they're unrealistic, but as it turns out, they do come pretty close to yet another little part of the real world that I only learnt through this forum. Who woulda thunk that Simtropolis is such an educational site?