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About nofunk

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    Brew City

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  1. Thanks everyone! I ended up adding some roof junk - it really was looking quite bare. I think the day version is done. What do y'all think? Next step is to light it up!
  2. @JP Schriefer Thanks! And look no further. @Fantozzi As @Ceafus 88 mentioned, the large, bricked-in windows along the short side of the building would have been loading bays. Originally a rail spur ran along that side of the building, and they probably would have simply extended wooden ramps across from the building to the train cars to load / unload products. @Hotwheeler Wow, nice find on that history! That's really interesting... and sounds pretty toxic. @philforhockey51 So, technically the building has little / no roof junk, and I try to stay pretty loyal to the real life conditions. Of course, I also un-boarded a bunch of windows on the north facade. I'll think about this - some roof junk wouldn't hurt, for sure. @DavidDHetzel Yeah! West of the river Milwaukee is nothing but a big grid. (East of the river too, but the two sides don't match up very well.) Made some more progress on Loewenthal Metals! Still tweaking the brick and roof textures, and still need to model that one last fire escape on the north side, but this is getting closer to being finished!
  3. @Ceafus 88 thank you! @Hotwheeler it's certainly something to consider. In order to make this building seem more functional, I've restored all of the boarded windows, but of course it wouldn't be that difficult to "put the boards back up" as it were. I can't guarantee that I'll offer an abandoned version, because I tend to roll through a BAT, release it and get right on to the next thing. That said, I think it could be really interesting - and provide more variety in our industrial districts - to also include an abandoned version. So no guarantees, but we'll see. Speaking of, here's the latest state of Loewenthal Metals. From what I can see, I think I just need to add one more fire escape on the northwest corner (of COURSE each one had to be unique) but it should be ready for texturing very soon.
  4. @DavidDHetzel, from what I've been able to find online, it may have been named Loewenthal Metals, and that's the name I've been working with. Also, the railroad right of way goes right alongside the western side of the building, and there doesn't appear to have been any structural interaction between the building and the rail, so at this point I think I'm going to lot it normally, and you could always plop it in a way that would recreate the existing conditions of the real life building.
  5. @JP Schriefer Thanks! @DavidDHetzel No kidding! That's totally the building! Nice find!
  6. Thanks everyone! I've made some progress. @DavidDHetzel, this one is from Chicago.
  7. Sooo... I started something new.
  8. Ohhh! So I guess now you all know I didn't watch the Oscars last night.
  9. Thanks everyone! @Urban Constanta, wow - really interesting building! That's a very architecturally significant slaughterhouse! @Fantozzi, I have no idea what that means, but thanks!
  10. @DavidDHetzel, I'd certainly consider it, but like @Thin White Duke, I looked for reference shots and there aren't many. Although I suppose I could always just drive over to West Allis and take some pictures. I will say, I have so many projects in the pipeline right now that it probably won't be for a while, but ultimately I would like to make a large factory complex like Allis-Chalmers. Speaking of projects... Lindsay Bros. is now on the STEX!
  11. Version 1.0.0


    Lindsay Bros. was founded in 1884 and eventually became one of the largest manufacturers of agricultural implements in the United States. In 1892, the company constructed this factory building in Milwaukee, Wisconsin. The building still stands in the city's Walker's Point neighborhood. This lot is wall-to-wall and modded for industrial (I-m), but would look right at home in a grittier commercial district as well. 7x3 growable and ploppable I-m lots Provides 348 jobs MaxisNite and DarkNite versions included DarkNite requires the Day and Nite Modd Installation Instructions: 1. Download either the DarkNite OR MaxisNite version. If you are unsure, choose the MaxisNite version. Attempting to use both versions in your Plugins at the same time may cause conflicts. 2. Unzip the .zip and move its contents into your Documents > SimCity4 > Plugins folder. 3. Enjoy! - Comments, questions, or issues? Check out my BAT thread.
  12. Hey everyone, I'm busy again for the next few days, but I have successfully modded and tested Lindsay Brothers, and hope to upload it sometime this weekend! Hope everyone is doing well!
  13. Thanks everyone! I was in Washington DC for work the past 5 days, so haven't been able to work on anything, but I should have a new update very soon! In the meantime, here's a photo I took of the main reading room at the Library of Congress.
  14. @DavidDHetzel, oh I am! As a matter of fact, I got some more work done on the Lindsay Bros. factory building: