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      March goal: We're almost there!   03/20/2017

      Hi Community! We're almost there for our March goals!  I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.

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  • - The R
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  • A Day in the Life
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  • New York Constitutional Monarchy: Now part of UAR!
  • The 17th Great War
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  • New Chandler III
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  • Concordia District
  • Glen North: A place where the birds fly free
  • East Coast
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  • (SC4)。Gwaanjyut。関越。
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  1. Hello guys! As said previously, even though I decided to give up with Olsènes, I promised to post some unfinished pictures. I was thinking that those parts of the city, even if they look like crap, were still deserving to be featured on an update. I also thought this would interest some of you to see how the city was planned. Thus, I will explain here neighbourhood by neighbourhood what I was planning to do. ps: please don't mind the bad quality, as I said it's unfinished work 19. OLSENES - UNFINISHED STUFF 1. Central Station and its surroundings As shown on the 'work in progress' thread, the central station was formerly a passing station, so I didn't like it. I built this Orsay station instead, which I think is one of the best station ever made for this game. Normally, stations surroundings are often crappy neighbourhoods but here I wanted something different. I wanted a prestigious station surrounded by nice looking surroundings. It's why I built the 'de Ligne Boulevard' a tree-lined avenue with the tramway that ends with the 'Belmont park". I know I don't build enough park in my cities so I wanted a little bit of greenery in the city centre. I also built an Haussmannian neighbourhood next to the station, called 'Litlle Paris'. Rents are obviously high there. Unfortunately, after trying to finish it and being unable to save each time, I gave up. On the west side of the station is located the CBD with one railway track going through it. Two other tracks were crossing the river to the south. Then, on the east was supposed to be build some railyards and some train depots next to the tracks. Between the tracks and the river, some low health houses, to make some contrast in comparison with the showy buildings of the CBD. 2. Upper city This is the upper part of the old city. In the middle was supposed to be the 'Place d'Arme', an important square and transport hub with several tram and metro lines. There was also supposed to be another important station next to that neighbourhood, just next to an important church. 3. Herbinster Nothing special here. It was supposed to be the kind of neighbourhood that grown just outside the city walls before they were removed. It's then a mix of offices and apartments. The neighbourhood is separated from more suburban areas by an urban tree-lined highway, as you can see on the bottom of the next picture. There were supposed to be the city university there, some commie blocks ans some healthy houses on a hill. 4. CBD For once, I was 100% happy with my work here. At first, I didn't plan to build huge skyscrapers in the city but then I changed my mind. For me, they're a way to add some verticality and some modernity into my w2w European cities. I was really proud of that CBD because I thought (and still think) I found here the best combination of buildings who all look great together. It's also not too much and enough at the same time. 5. Etale & Glanes Here is Etale and Glanes neighbourhoods. The lowest part of Etale is located on the extreme left of the following pictures. There are some buildings from the CBD there. I also added a tramway line running in the middle and a bridge connecting it with the old city. I still had to change some w2w buildings. Just on the right, below the stadium is located 'Upper Etale'. It was supposed to be built around a square with a small church and a museum. You can also see the railway and the motorway going below the hill with a tunnel. Even though I liked that idea, I was not really satisfied on how both the railway and highway were made on the top of the picture. I indeed didn't like the connection between the two railway lines and the fact it was not possible to make a more curvy motorway. Finally, on the left: Glanes. This was supposed to be a low residential neighbourhood. A bit of Hollogne on the left: 6. Mazy-Notre-Dame & Avenue Louise I've already shown this neighbourhoods with some pictures. That district was supposed to be divided by the 'Avenue Louise', a prestigious avenue between the city centre and the suburbs. This was inspired by the eponymous avenue in Brussels, an avenue surrounded by offices and healthy housing which has become an open sky motorway due to its traffic and the way it was built. The avenue was supposed to end with a palace surrounded by a healthy neighbourhood, as well as some of the tram lines running in the middle of the avenue. On the left was also planned an important train station. 7. Yvoir & Mariefontaine Yvoir (on top of the river) and Mariefontaine (on the bottom) were supposed to be the most industrial neighbourhoods of the city. As you can see on the pictures, there were already some factories built there. The idea here was to mix industry and low health residential areas like in other industrial European cities (the examples here were Liège or Charleroi). The next picture show that idea: some rail tracks with warehouses, some empty lots, industry next to buildings and some supermarkets replacing closed factories. I also added the Grand Moulins building (the white one on the right) as a symbol of renewal and conversion. On the other bank, the motorway was supposed to run through the area on an ugly bridge above the industries. 8. Global views And we finish here with 4 global views of the city: I hope you enjoyed it even if it was a little bit unusual update - REPLIES - @_Michael Thanks a lot! @tariely Thank you too! @raynev1 Thanks for the kind words @Ln X Thank you too! tram is love, tram is live @kingofsimcity Thank you @philforhockey51 Thanks! I wish I could add some boats but it doesn't look that great with the LE. @Akallan Merci beaucoup @kschmidt Thank you too Yeah right, some of the small Scandinavian houses could make thing of Copenhagen @Wallibuk Thank you too! Amsterdam or Bruges, it's just for the canal idea. But you're right, with those buildings from my plugin folder, it looks more like Stockholm @Takingyouthere Thank you! i indeed spend a lot of time trying to find the best place for each building. @slickbg56 Thank you for those kind words! @kelistmac Thank you my friend! My inspiration comes from your previous work on Bassen, it always amazed me! The sidewalk is a personalized one. I just took a random texture on google image @RandyE Thank you too! @sucram17 Thank you too
  2. This will be the home for all BATs by Bipin, as I'm sure you figured by the title. These won't just be any BATs though, these will be ones centered around a cohesive theme. In other words, I'll be making the BATs that you've always wanted, but never gotten; the essential BATs no one has ever got around to making. ___________________________________________________________________________________________________________________________ I'll start off with something that is essential to any city; suburbs. While we have older suburban houses from the 50's up to the 80's, its difficult to find modern houses. So with that, I present to you... I've made all this in 8 hours today, I worked hard! On top of that, this is my first time making anything in 3dsMax, so I hope you like what I've done so far. As a side project, I'm also in the process of creating retaining walls and ramps for FARHW-MIS: Now, none of these are rendered, but there is a reason to that. Whenever I try and download and subsequently run BAT4MAX, the .mzp unzips itself, instead of opening an install prompt, so if anyone has suggestions as to what I can do, let me know. I'm running 64 bit Windows 7. I hope you enjoy my seeing my progress so far, comments, questions and any other concerns are always appreciated!
  3. From the album City Showcase (S3-23-M)

    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. Additional notes: 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.
  4. Our trip to Sydney begins with one of the world's most recognizable buildings - the Sydney Opera House. Built in 1973 - its unique white seashell shape truly sets this skyline apart from the rest. Sitting just behind it is the Royal Botanic Gardens - opened in 1816, there's no better place to take a stroll on a sunny day. Just as recognizable is the world famous Sydney Harbour Bridge - built in 1932, it's one of the best ways to cross the harbour. At night, its distinctive lights dominate the surrounding waters. Water taxis are a great way to get around the harbour, and the Circular Quay (whose name contradicts its squarish shape) near the CBD is one of the most popular destinations in the entire city. Sydney is a city known for it's suburbs. In fact, it's got 555 of them - but few are as beautiful as Lavender Bay. It's easily reached by water taxi, has great views of the Harbour Bridge and the skyline in the distance - not to mention being ranked consistently as one of Sydney's most livable suburbs. It's a great place to call home. A rainy day in the CBD. Some of Sydney's most recognizable buildings can be found near Hyde Park - such as the MLC Centre, which held the title as the city's tallest building for 15 years. Nearby is the Sydney Tower - completed in 1981, you can enjoy some exotic cuisine 360 degree rotating restaurant. Another scene from the CBD - some of Sydney's tallest buildings - Deutsche Bank Place, Chifley Tower, Aurora Place, and Governor Philip Tower tower over the Royal Botanic Gardens. However, it's at night that these buildings truly come to life. And finally, some overviews of the city. Special thanks goes out to all the various creators at 3D Warehouse, as many buildings here were imported from there (too many to list). If you're interested, just search "Sydney" there and you'll find many of the same models I used - you'll need to have basic gmax/3dsmax knowledge to get the model into the game however, but it isn't very difficult. The highway system is modular, for an insight of how I created it and the process behind it, please take a look at the comments section of my "City Overview" and "Night Scenes" ST challenge entries. A pic illustrating how I set it up and some of the pieces in game can be seen here. Don't forget to comment, like, and follow True Earth if you haven't already! -korver
  5. So give or take a couple of days, it's now been exactly one year since I decided to seriously get involved with SC4. To celebrate the occasion, I've decided to do a retrospective entry on some of mine and the community's favorite pictures from this CJ in 2016, with some commentary as well. Additionally, I'll be expanding upon various tips and techniques I discussed in 2016 along with adding some more as well. I'd also like to take this opportunity to thank everyone once again for your supportive comments and likes in 2016 - they really kept me going, even when motivation was running low at times. Additionally, I apologize for the lack of updates recently. As you might expect, the last two updates of 2016 (Sydney and South America) were extraordinarily time consuming and draining - so some time off was in order. I'm still slightly burnt out.. but I am finally starting to finish up a couple of updates, so I will be unveiling those shortly. Lake Bogoria For my first entry in True Earth, I wanted to make a big entrance - so what better way to do that than a 10,000 pixel tall mosaic? Key pieces in Lake Bogoria included SE Asian slummy houses from nihonkaranws + Heblem tiki huts in the villages, various trees by SimFox, Heblem, girafe, and CP, Flamingo generators from SC4Devotion, and geysers from Craig-Abcvs. Journey Through The Sahara I've always loved the idea of an ultra crowded market, so Djenne, Mali was one of the first urban scenes that I created for this CJ. Generally, my rule is simple when it comes to these scenes - keep on adding more and more props in LE until I hit the prop limit (1,200 or so). nbvc's bazaar and Asian street market was vital here - but perhaps most important was Uki's stalls. It's amazing what you can find after doing a little digging around on various Japanese SC4 sites. For anyone interested in this lot, it's available on the STEX here (slightly trimmed to cut down on a massive dependency list). The sweltering small oasis town of Bardai, Chad. Given the small amount of desert-looking buildings readily available on the STEX and other sites, I had to get creative, utilizing a a little bit of everything that I could find. This included a mixture of kevinman houses, frogface slums, Wallibuk slums, Heblem tiki huts, and others. But perhaps the most interesting was the SimMars buildings that I used that fit surprisingly well. To finish off the scene, careful usage of the Poseidon terrain brushes was instrumental. Conquering Mount Fitz Roy Patagonia's mountains are impressive, but just as impressive is its fall colors. The Rio Fitz Roy dramatically cuts through the landscape - a mixture of brown Murimk MMP rocks and the brown boulders included in nbvc's Rock 'n' Stones (just don't drag them - click over and over until you get the big ones) did a great job of achieving that mountainous feel. Now we come face to face with the majestic Cerro Fitz Roy. Mountainous terrain mods are difficult to perfect in SC4, but I felt the one I made for this update did a pretty nice job of bringing out the imposing nature of this mountain. Myrtos Beach One of my favorite updates I made during 2016, Myrtos Beach was originally planned as the final piece to a massive Greece update. However, it quickly became apparent that it deserved an update of it's own. I got things started off with this simple yet beautiful sunset picture - it's amazing how small details such as photoshopped lights on the boat, house, and cars can make a big difference, making the picture feel much more alive. We move on to the overview of the beach. For this scene, it was vital having the right portion of various MMPs working together - which included Girafe Parasols + Cypresses and Heblem plop rocks + Chihuahuan flora. Greece - Part II I've always liked ruin scenes - there's always seems to be something magical about them. Bringing the Tholos of Delphi to life in the SC4 world meant lots of Aubrac walls, nbvc stone paths, and an assortment of random rocks and plop sands. After getting the hang of this technique quickly, I further explored the idea of SC4 MMP ruins with my Great Zimbabwe pic in my "Scenes From Africa" update. Athens - my first true city scene. Once I saw some of swi21's great Athenian buildings I knew I wanted to make an Athens recreation - but the lack of Greek urban buildings was an issue. I ended up finding some pretty close replacements on SimCity Polska - check the "After 1920" section. Meteora, Greece. The trickiest part to this picture was definitely the mountains and how to make sure they didn't look stretched. Vortext gave me a great tip - make sure you check the 'TerrainTexTilingFactor" property in your Terrain controller (If you're using a terrain mod - just search "controller" and you *should* find it in your plugins. Some are named differently though - so you might need to do a little looking around.) The terrain tiling factor is set at 0.2 by default - which generally produces stretched rock faces. Increasing this number to say, 0.25, 0.3, or higher will give a more realistic look on steep surfaces, but it will look a bit more tiled as a slight trade off. It's still a big improvement though over the default. South Pacific Anakena Beach, Easter Island. Here, I experimented heavily with MMPed grass - my technique was to work in layers. I got started off placing a base of PEG grass/moss for a lush, tropical look. After that, a random assortment of girafe seasonal flowers were plopped down, acting as areas of tall grass. Finally, I sprinkled in some of ChrisAdams' green rye grass to make certain areas thicker than others. One last thing I did was also sprinkle in some brown rye grass, light straw, and regular straw from ChrisAdams - these acted as areas of dead grass, and provided some much needed color variation. Small girafe bushes, berries, and feather grass were added too, to break up the landscape a bit. Also, an important note for anyone ever planning on using Moai in SC4 - make sure they have their backs facing the ocean. The locals believed that this signified the Moai were watching over them from intruders. I had to re-do the pic because of that Adamstown, Pitcairn Islands. For scenes like these, I wanted to place MMPs right around the buildings - which meant shrinking the occupant size down to 1x1x1. Additionally, I wanted them to blend in perfectly with the landscape - which meant deleting any existing base/overlay textures. (note: before making any edits, please note that plopping lots stripped of textures on steep surfaces may result in a visual glitch where the texture turns black instead. If you are considering placing these lots onto steep surfaces, one workaround is to place the already shrunken to 1x1x1 prop/building (if it's the latter, you'll need to convert it into a prop via Plugin Manager/PIMX) onto the the default Pz1x1 Grass lot in Lot Editor and delete the textures on that lot instead - small filler lots like these do not seem to suffer from the same issue.) Your lot will of course now function as a park, but it will allow you to plop it where you want without base texture issues. (One additional note - sometimes the .sc4lot and .sc4desc files will be bundled into a .dat file. In that case (and if you're able to track down the .dat file), you'll need to do some searching around for the right files - clicking the "entry" tab at the top will sort them, so that should make your job easier). The first thing you need to do is shrink the occupant size so you can place MMPs around the perimeter - open a lot's associated .sc4desc file in Reader, choose exemplar file on the left, click the Occupant size category, and shrink it down to 1,1,1 (pic). Click "set", "apply", save the file and you're done. As deleting all base textures is not possible in the Lot Editor, you'll need to instead find the .sc4lot file associated with a lot and open it up with Ilive's reader (make sure this is set up with the correct options/property files first) From there, navigate to the "Exemplar file" category on the left (there might be multiple "exemplar files" - the one you need for will say "LotConfigurations" at the top") and scroll down the list of "LotConfigPropertyLotObjectData" entries. Any entry beginning with 0x00000002 will be a base/overlay texture - deleting all of these (pic) will clear the lot of any and all textures (make sure you right click again after doing any deleting and choose "Reindex LotConfig" too) Scenes From Africa The chaotic African capital of Lagos. Continuing on with the trend of crowded cities, I don't think I'll ever make another one as packed as this. A mixture of Motokloss cars and cars from the massive LBT prop pack 1 fit the mood nicely - especially the yellow vans from the Motokloss pack which matched the infamous yellow Danfos buses that crowd the streets. As for building selection, you can't go wrong with Walibuk's South American buildings + his African slums too. Some of Glenni's buildings + the Hong Kong themed buildings in the Dong He Night market pack fit surprisingly well too. Majestic Victoria Falls. I once saw a pic a long time ago in @_marsh_'s legendary CJ "Royal Gansbaai Kingdoms" featuring an awesome photoshopped waterfall and it blew my mind. I knew it was something that I just had to try out. The Amazon Deep in the heart of the jungle lies Manaus. I really wanted to portray a city that truly felt like it was in the jungle - so I went a little heavier than usual with the editing. Mist/cloud brushes, a levels adjustment to really bring out some of the yellows/oranges, and a soft white diffuse glow all gave the the feeling of a hot Amazonian city. Now we move into the jungle itself with one of the Amazon's many stunning tributaries. My favorite part to this picture has to be the sand bars. To get them perfectly razor sharp, a technique that I employed (both in this picture and others) was to combine a water mod with an MMP such as JRJ dirty ploppable water or PEG grass/clover on the edges. Make sure the two are of matching colors - and you will be able to use the MMP to sculpt razor sharp lines along the borders. It generally should blend together perfectly (but you might need to tweak your water opacity, look here for a guide on how to do that). Scenes From Europe Pisa was the first time that I experimented with creating a completely customized texture for a city scene. It was tricky though, because the footprint of the buildings I used in this picture didn't match real life, so a perfect 1:1 scale recreation would look off. So I had to do a different technique for this picture. What I did was plop the important buildings in the game first, closely aligned to real life. I then turned the grid on in game and created a checkerboard pattern in Photoshop like this, outlining the placement of the buildings in the game. I'd then overlay the checkerboard from time to time while constructing the texture, with the final result turning out like this. From there, it was a matter of simply creating a flat plane in 3dsmax (I believe it was 10x13), placing the texture on it, and rendering it for use in game. The simple scene that I initially made in the game was then reconstructed in the Lot Editor, placing the main buildings on top of the big flat texture prop I made, along with lots and lots of detail work. Ronda was one of my absolute favorite pics I made. The lotting was especially tricky for this picture however, with the jagged cliffs causing issues. Because you can only make square lots in Lot Editor, this meant that some of the base textures would be overhanging over the edge of the cliffs. To remedy this, something you can do is place the base textures (I recommend choosing different textures - and also noting their texture ID) you want deleted as the very last thing you do before saving. You can then open up the .sc4lot file in Ilive's reader, and the textures/props placed last will be the very last "LotConfigPropertyLotObjectData" entries. To confirm you're deleting the right ones - any textures start off with 0x00000002 and their texture ID will be visible as the last value in the 13 rep entry. Delete the textures you want gone and you can now have a lot in pretty much shape you want (although, it will still "technically" be a square. This is more of a visual trick.) Heblem's dam set is one of the more underlooked BATs out there. The first time I saw it I knew I had to put it to good use - so I recreated one of the most impressive dams in the world, Switzerland's Contra Dam. Sydney The day overview of the Harbour city. Laying out the roads wasn't too horribly difficult - just remember that each SC4 tile is 52.5 x 52.5 feet when measuring in Google Earth while doing a recreation. The diagonal sections were tricky if only for the fact that there's not a lot of buildings to choose from. Glenni's buildings are usually my go-to here. The most challenging aspect to this picture was the highway system. As there's no elevated FARHW, it would been impossible to construct it using NAM components. I ended up getting creative, cutting off pieces of this Habour Bridge model and rendering them for use in game as modular pieces, as highlighted in this picture. It ended up working surprisingly well, though the long rendering times were a pain. My first venture into MMPing an entire urban park, Sydney's Royal Botanic Gardens. ChrisAdams' paths were crucial here - I discovered that simply creating paths using the asphalt or concrete ones and surrounding it with a line of the dirt ones (or light dirt) creates a very nice layered effect. You can even use some of the smaller nbvc Rocks n' Stones to create the illusion of slightly terraced grass along the edges of the paths. The grass selection was pretty much a bunch of girafe seasonal flowers, but with some spots left barren to expose the terrain mod underneath. This had the effect of not only making the scene look less "busy" - a positive in my book, but also gave a little extra color variation. My usual strategy of using ChrisAdams brown rye/straw/light straw in various places was employed as well, for more color variation and to make it look like there was the occasional patch of dead grass. We now move on to Sydney at night. One of my favorite pictures of the year, I love how it turned out - full of energy, just like the city itself. South America Buenos Aires and it's world famous 9 de Julio Avenue + Obelisco. The textures made for the streets turned out really nice and it ended up being a gorgeous scene. Simple, small details such as illumination added to the street lights in Photoshop (inspired by the style of @MilitantRadical) can add a lot to a scene. Santos, Brazil. Whenever it's December, I always seem to visit @Bastet69008's and @elavery's great CJs to take my mind off the fact that it's 5 degrees outside and snowing. So I think it's pretty clear where the inspiration for this picture came from One last photoshopped waterfall. For a waterfall as truly epic as Iguazu Falls, I felt it certainly deserved it. Itaipu Dam was one of my bigger projects, and demonstrates the possibilities of importing sketchup models into the game - bringing to scenes to life that you thought would never be possible. I already did an extensive tutorial on the process of getting this behemoth into the game - you can check it out in the tutorials section of my last entry here. I'd also recommend getting acquainted with some of the basics of 3dsmax - a good guide on that can be found here. I normally don't like using Sketchup models to entirely create a scene (generally low quality) - but the Paramaribo house set I stumbled upon had some really excellent modeling. The building textures though weren't the best in-game, so some rain and a touch of extra grime added in after the fact really helped out. Bonus Pictures The cradle of life - Ngorongoro crater. As a whole, the spawnable flora from Xannepan's animal generators found on SC4Devotion are greatly underused. Outside of obvious choices like the African safari type scenes shown below - there's plenty of uses. Even just a couple plops of the buzzard generator over a natural habitat can help bring a scene to life. Even after making a number of wildlife related pictures in 2016, there's still many possibilities left over - something I intend to explore more this year. While I was pleased with how the Lagos scene turned out, I really wanted to make a nice grid buster scene. For Yaounde, a variety of techniques were used. For starters, I did the entire scene backwards then flipped it horizontally once I was done to give it a fresh perspective while remaining true to real life. As for the actual scene itself, the FA 22.5 and 67.5 cars included in Orange's prop pack were vital. Additional techniques were used such as slightly offsetting orthogonal buildings along the edges of FA roads and hiding the rough corners with flora. Custom content creation was extensive for this scene - not only did it require custom textures for the roads but it also marked my first serious venture into BAT, as I created the Yaounde Cathedral from scratch (although it's still very much a WIP). My first snowy city scene, Prague, required me getting creative. Essentially, my strategy was the following: since a number of the buildings in this picture were custom imported BATs, I had control in 3dsmax to give them snow textures on the roofs. Since all the other buildings didn't have snow - I pretty much copied and pasted the snow from the models that had the snow on them to the ones that didn't have any. The base textures didn't need any photoshop work as I designed the texture to be snowy from the very beginning. At the time, that strategy worked decently, but it was incredibly tedious. Since then, I've done a little experimenting and I think the best way forward would be a method such as the one used by pingpong. I would only suggest playing around with the "Selective colors" adjustment to make the whites a little more whiter. NOTE: All images on True Earth are hosted from dropbox, which seems to have more issues than other image hosts unfortunately. If you are unable to view any of the pictures in this journal thus far, I have dumped everything from 2016 into an imgur album here. Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Replies for "South America + Bonus Pictures":
  6. For anyone going to Moscow, a trip down the heart of the city is a must. We begin our journey with a drive down Tverskaya Street - the most well-known road in all of Moscow. This crowded shopping district has existed since the 12th century, and the streets are lined with historic architecture wherever you look. Even with some light rain, its Russian charm is still undeniable. As we make our way around the city, the rain begins to pick up considerably. Endless rows of commie blocks dominate the surrounding landscape - their bleak repetitiveness serves as a fitting backdrop to the elements. October brings the first snow of the year - creating a beautiful atmosphere around many of Moscow's most famous landmarks such as the Lomonossov Moscow State University. Completed in 1953, its imposing facade has served as the perfect symbol of Moscow - a powerful city that serves as the financial, political, and economic capital of Russia. Once the calendar crosses over into December, temperatures plunge into the negatives as the entire city turns into a winter wonderland. Moscow is one of the coldest major cities in the world - with temperatures as low as -44F being recorded, it takes a lot to brave these months. While it may be cold outside, it's not cold enough to stop us from visiting one of Moscow's most famous tourist attractions, Red Square. Few places on earth can boast such a collection of historic buildings in one location - with the Kremlin, State Museum, St. Basil's Cathedral, and many more within walking distance. Once the seasons change and the elements begin to clear up, a beautiful, sleek city emerges. Despite still being in construction, the Moscow International Business Center (Moscow City) boasts one of the most impressive skylines in all of Europe (and in the world). Its one of a kind collection of skyscrapers on the banks of the Moskva River include the Federation Tower, City of Capitals, and Naberezhnaya Tower - all of which are equally stunning. While Moscow may be known for it's past historic architecture, Moscow City makes it clear that this is also a city with an eye on the future. NOTE: Two of these scenes (Moscow City & Red Square) feature a handful of sketchup models from sites like 3d warehouse, as there were no close replacements for certain buildings I needed. These are real models imported into the game, they are like any other BAT you would use. Some editing was done though to add effects like extra nightlights and snow. Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Replies for "2016: Year in Review":
  7. Article #4 - "Punta Retolk Highlights" Punta Retolk, Retolk or Ciudad de Punta Retolk is a commercial city of Metzú Republic. Is situated some 20 kilometres of Wainor City, 35 of Jalai City, and 228 kilometres of capital city, Yuti. This city has an important historical and natural heritage, with great natural forests and old buildings with great value. There are great commercial buildings, multinational offices. Full map Population: 42.834 Metropolitan Area: 98.332 (Wainor-Retolk Metropolitan Area) Main Activities: Commercial Services, Manufactured Industries Retolk Life... 1. Retolk Downtown and his main avenues. 2. Av. De La Costa. Great historical heritage. 3. Parque de la Costanera. A big park. It travels Av. De La Costa. "The Lung of the city". 4. Parque de la Costanera. An other point of view. 5. Mirador Grand Hotel. 6. Estación Única de Trenes de Retolk. A little train station with important conections (Jalai, Wainor and Yuti). 7. Retolk Beaches. 8. Parador Miguel. A beach bar. 9. Bosque Nacional de Retolk. A Natural heritage. 10. Av. De La Costa at night. 11. Mirador Grand Hotel and commercial zone at night. 12. Great buildings of Retolk. 13. Retolk Outskirts. We hope you visit our cities, See you on the next article, Stranger.
  8. HY everybody! after few years without new, and after my SC4 City (Monteraud), i've started a new city on CS : Vaastra. It's european style. Fews pics of start : Somebody is able to recognize the map????
  9. Article #2: "Discovering Xá" Xá or Ciudad de Xá is a touristic city of Metzú Republic. Is situated some 55 kilometres of capital city, Yuti. It's an important urban area. Some industries are concentrated here. There are a commercial zone, with great importance in Metzú Economy. Xá has the biggest airport of Metzú, called "Aeropuerto Nueva República". Supplies the capital city, principally. Full map Population: 33.756 (2017) Metropolitan Area: 35.209 (2017) Main Activities: Tourism, Financial Services, Manufactured Industries. Living Xá... 1. Xá Landscape 2. An other view of Xá Downtown. 3. A mixture of Modern and high buildings with old rowhouses and condos. Typical in Metzú. 4. Central Train Station, called "Estación del Sur". 5. Main Avenue at night. 6. More of Downtown 7. Downtown at midnight. 8. City Outskirts. The M1 Highway. 9. Nueva República International Airport. The biggest airport of Metzú 10. Cerro Tay and Playa Marcela. 11. Playa Marcela. 12. Estadio Municipal de Xá. Multipurpose stadium. Home of Club Atlético Xácoense, founded by brazilian fans of Chapecoense. We hope you visit our cities, See you on the next article, Stranger.
  10. Article #3 - "Enjoying Jalai" Jalai or Ciudad Costera de Jalai is a touristic city of Metzú Republic. Is situated some 25 kilometres of Wainor City (an important financial centre), and 167 kilometres of capital city, Yuti. Jalai receives many tourists, international and domestic. Jalai has beautiful beaches and colorful avenues and buildings. It has an airport and many international conections. Full Map Population: 33.767 (2017) Metropolitan Area: 36.311 (2017) Main Activities: Tourism, Financial Services Jalai Highlights... 1. Jalai Main Avenue 2. San Roque Beach. One of the most popular beaches of Metzú. 3. San Roque Tropical Forest. Declared a Nature Reserve. 4. Jalai Downtown. 5. Coast Avenue. 6. An other view of Coast Avenue. 7. Jalai Downtown. An other point of view. 8. Aeropuerto Internacional de Jalai. With international conections. 9. Estación Central de Trenes de Jalai. An important train station. Thousands of people transit there everyday. 10. Jalai Suburbs at night. 11. Jalai Downtown at night. 12. Jalai Landscape. We hope you visit our cities, See you on the next article, Stranger.
  11. Article #1 - "Metzú, Land of opportunities": Last year, the Government approved a new program called "Viendo Mi País" ("Watching My Nation"). This initiative promotes tourism and new bussiness opportunities for Metzú Republic. This will be done expanding the budget for infraestructure (transport, buildings, subsidies, principally), by the Government. It will involve an important loan from private funds, with low taxes. By this gazette, our readers can learn more about Metzú Republic, visit our cities, look our landscapes, our Life's Style. 1.1 Entering Metzú Republic Capital City (and largest city): Yuti (180.000) Language: Spanish Religion: 60% Catholicism, 30% Non-religious, 10% Others Denomyn: metzuanuan, metzuano. Government: Federal Presidential Independence: from Spain, 1945. Population: 510.939 (2017) Currency: (M$) Peso Metzuano Official Map of Metzú Republic (Ministerio de Turismo) Metzú Republic by Air. Metzú, República de Metzú (Official) or Metzú Republic is an island nation in the Pacific Ocean. Metzú is situated some 900 kilometres east of Australia. Has high-income economy and has one of the best standards of living in Oceania. Is the only nation with Spanish as official language in Oceania. 1.2 Economy His main economical activities are Commercial Services, Tourism and Manufactured Industry. Last year there were a high increase of commercial demand, with investments of China, principally. 1.3 Culture Metzú has a very strong spanish influence. His foods, traditions and music. Metzú has an important latin influence too (from South America, principally). Sports like football are very popular here. 2.1 Living Metzú A quick view of Metzú... 1. Xá Downtown - Xá City, a financial and touristic place. 2. Main Avenue - Yuti City, capital of Metzú Republic. 3. Krupó Landscape - Krupó, an Industrial Centre of Metzú. 4. San Roque Beach - Jalai City. 5. Coast Avenue - Wainor, an important commercial centre. We hope you visit our cities, See you on the next article, Stranger. Boletín Oficial de la República de Metzú Editora del Estado S.E Av. Principal 774 Piso 5° Oficina 2 - Ciudad de Yuti www.metzu.gov.mtz/turismo
  12. How do i build in Simcity 4 a big sucessfull metropolis? How Long does it take to build such an big City with over 1 million inhabitants?
  13. View Album
  14. City Journal Entry #1 Hello there! Corozzata (yes, I know the name sounds Italian, but this city is not Italian themed) is a fictional city that I've been working on for a bit. It's located in between two oceans and a large 'river' or strait connecting them. The physical geography of this city is mostly flat, but featuring some hills and mountains, and of course the two oceans. I haven't done much as of now, but here are some photos of what has been achieved so far. The map that I have made from scratch (if you want me to put it on the steam workshop please ask): Two highways laid out ready to be connected: Interchange completed: Location in the map: And finally, anyone know a good bridge model for this bridge? I think it looks ugly in it's current state: Suspension bridge is preferred. Thanks for viewing! (sorry, this attachment somehow made it's way here and I can't get rid of it)
  15. I've been gone for a really long time, my apologies for those I've left hanging for over a year and a half since the last update. Now we finally find out what happened.... But first! For those new to this CJ, or need a refresher, here's the first entry, to learn the history of this town and how it all started: It is recommended to read through the beginning or previous chapter before coming back. ^^^^ Previously on... Chapter 8: Tornado: The End of an Era - Part 1 "Massive super-cell thunderstorms are coming due to a massive atmospheric instability that occurs ever decade or so... "Police Chief Robert, get everyone to the high school or anywhere safe! This town is in serious trouble!" Massive Hailstorms begin pummel the city early as the super cell moves in^^^ A few rare images taken by a news crew in a news helicopter just as they got drenched in the rain water... This was over the course of 2 minutes. The 3D images were taken from the crew just as they headed back. They may even have images of the tornado from this angle too. Thousands rush into the high school shelter as the skies grow more ominous...be it the gym, or anywhere safe, while others evacuate... An EF3 tornado touches down northeast, moves southwest, tearing through the town... Manufacturing Sector: It spares the downtown, until an even MORE massive F4 tornado touches down and rips through the heart of the town... GO!! LET'S GO! To the high school! NOW! The tornado shreds everything in sight, moving downward, Ben and his family is in the blue car seen above, and the Mayor and both his kids are in the red car, not seen in pic above as they're too far below. Let's go!! We need to get in NOW!! The town's mayor and Ben (his best friend and business partner) has made it into the high school's shelter with their families along with thousands of others after narrowly avoiding a massive EF4 tornado. Unfortunately, the tornado targeted the Maxis-designed school, which wasn't designed for winds this strong. The deafening roar grew louder and louder as we braced, and I could already hear the building beginning to come apart. You could feel it in your chest, almost as if a space shuttle was talking off right outside. I huddle with my wife, son and daughter, thinking this is it. We're going to be wiped right off the map, just like that. Me, my family, and thousands of people. Just moments later however, the roaring began to subside, giving way to the sound of torrential rain and terrified cries of everyone around me. ..... Chapter 8: Tornado: The End of An Era - Part 2 We're still alive. I look around the gym, with the only lights coming from the small windows, as well as frantic chattering from everyone around me. "Everybody stay inside! We don't know if another tornado's coming..." Yelled Chief Officer Robert I turn on the radio and I can barely make out the reporter through the static: "A massive EF4 tornado has been spotted north of *static* storm chasers the last couple hours...Several small towns in this area...cold front...*Static* There were at least 2000 people taking shelter throughout the school, with about 500 crammed into the gym. The city's firefighting team, police and doctors were in here with us too. I walk outside and felt the cold rain sting against my face. I could almost make out the track and field under the flood, and what was left of the apartments in the distance. The trees were completely stripped of their leaves, and branches. Just then I noticed the wind pick up again. I walk back inside. We come out about an hour later and see some people out there: Downtown is completely gone: Nothing left of the theater or forest. The tornado left a serious trail of destruction: (WLHS is to the left) Night falls and the rain finally subsides. The next morning is cloudy, cold and gloomy as a cold front will move in later that day. Families all come out of the school to see if their homes made it. Me and Ben would be driving with a crew that clears the roads to help people get around again. It wasn't long before the true extent of the damage was revealed... The tornado barely missed Woodland High School (WLHS). Was heading southward then just barely touched it as it turned west to obliterate everything (See the pic above this one). It may have come back around but the school was spared, along with 2,112 lives that were in it. The death toll is over 100 so far. No chance for anyone who was caught outside during this monster's onslaught. Downtown as the crew already cleaned up most of the mess. Most roads (except northern road) have been cleared. Some houses were somehow untouched. The Western Residential Sector is in shambles. That USED to be the Manufacturing sector of town. Fun fact: That lake wasn't even there before. Me and Ben drove through the town, helping wherever we could. Hey...remember that beautiful blue mansion seen at the beginning of the previous update? "It's gone. All gone." Said Ben, as we looked around. It was one of the few mansions in the city. It belonged to a humble friend of Ben, Chief Officer Robert, who's helping set up temporary tents with the crisis crew. We cleared a path: Distraught families try to salvage what's left of their Woodland homes. Robert returns with this wife later to see their mansion...much to their dismay of course. "I'm impressed," said Robert, at least the porch survived. "What about your stuff?" Ben inquired as he looked at the wreckage. "Don't worry about it, material things are only so important. That tornado was the most terrifying thing I've ever witnessed in my life. I got to watch it eat this beautiful town, and spit it back out. but... "What?" I inquired... He looked back at me just as the sun comes out for the first time "It spared us. I was outside the school from a distance when the monster went for it, then, right as I watched it get swallowed up, it just turned. Almost like it could sense everyone there." "That's incredible. That had to be a sign without a doubt. Now we rebuild..." I said. Ben looked, paused and said "better make it tornado-proof this time." The sun set was the most beautiful golden sunset in a while, as the sun peaked through the clouds and temperatures went below 60 degrees. Mayor Mathew sent many resources from Woodland River City, including generators, food and water supplies. Turns out his town was spared from the storm, although suffered a lightning strike. Chief Officer Robert wasn't kidding. As it turns out, the town was hit with two tornadoes, one smaller F3 and one F4. (F3 is the yellow, and F4 path is red, which came shortly after the yellow F3 one) The paths with their damage radius... The green arrow in between is Robert's location. He was in an underground shelter just as it hit the police station. He stayed out driving through the town telling everyone to go to their shelters and directing his officers beforehand. He came out of the shelter from the nearby building and took to the fields just in time to see the F4 tornado (red arrow) as it headed for the high school. The final death toll was 228. Over 1242 were injured, 22 life threatening, but survived. The Next Morning was nice and crispy. Dry, cool air from the north made the weather nice and windy, with perfectly clear blue skies. While most of the population has moved to various shelters in the nearby towns, less than a thousand of them stayed in several tent shelters set up through out the town, and the few remaining houses in the city that actually did survive. This is the main tent shelter area, there are three smaller shelters throughout the town, but the majority stayed here: ^^^^Note: On the lower right of the image, is the remains of Ben's mansion. It is right above the path of people walking in, by the four white tents, where a 5th one separated by a yellow one right next to the main road. Now...back to the mayor panel... Only 3000 simoleons in my funds, and population of 736. Whoopee. We're still receiving 1000MWh/month from Woodland River City. Re-adjusted the funding sliders for the schools to cut expenses. Rebuilding Begins... A small temporary water tower is built, and demolition crews clear off the lots and make room to rebuild: After some time, a landfill at the edge of town was built, putting me back in the red, but no problem, we now have 20,000 in the bank! Population is now over 2000. That is the end of this Chapter, thank you for reading this, I hope you all enjoyed it and the 3D images, and we'll see you in 2 more years for the next update! Jk...jk. I will not take as long, promise!
  16. Are there any games where you can be an totalitarian dictator? And Controlling everything and everyone? Yes i know Tropico is such an game, but you are only an dictator of a small Island, not really a powerful ruler. Are there any games besides the tropico series where you can be an cruel dictator? Any games where you can rule over more than just a tiny Island as a dictator?
  17. Are there any good medieval city building games? or does such an type of game not exist?
  18. This is the story of a humble little town with big dreams, dreams to become a metropolis, and overcome major obstacles. In this journal, the Mayor (Me) will take on the challenge of starting with the zero simoleons mod, and build a city that will reach 1 million sims population, from nothing! (On hard mode of course) I can't take this on alone without sharing this, so I will document every step and every obstacle I encounter to ultimately achieve such a huge undertaking, and I will need all the help I can get! Together, we shall do this, test your knowledge of this game and help this city grow. The screenshots will be a mix of unedited with UI, and more aesthetic ones for the story. This journal will go in depth into the struggles the mayor and how he builds a city in an unforgiving world. The World... Also, these cities are in the same planet as The World Journal! Where does this take place? Note that this does not take place on Earth but on another Earth-like planet that hasn't been discovered in real life. There will be way more information on this later on in the story, including space shots but here's the general summary: It is close to our sun as well in our Galaxy. The differences in these worlds are, it's slightly smaller than Earth, (gravity 95% of Earth, 100 pound on Earth = 95 pounds on here). The planet is referred to as "Earth" by it's inhabitants, but we have no name for it yet. It has two smaller moons as opposed to one, and due to it's tilt and moons, every 10-20 years, there is major climate instability for about a year. Instead of Countries, it is divided into several republics their sub-divisions. The two main ones to worry about are the Blue Republic and White Republic. Cities can register once their considered a "city" to them depending on their political affiliations. (Democratic, etc.) There are many cultures around the world. White republic are primarily English/American-like, while Blue Republic are more European, English, Italian, French, etc. There are wars, there is famine, and problems just like our Earth, with the climate leveling the playing field every decade or two. I will be using no cheats, no demand mods or any major game-altering mods (other than the zero simoleon mod). Only NAM with CLASSIC traffic controller (the standard Maxis one) installed. Basically, this is almost the same UN-modded SC4 deluxe game but with cosmetic mods and buildings. Before I start, I choose my starting Mods, NAM being the first one of course: Note the classic traffic Simulator is selected, to make it harder for me Here is the plugins folder I'm using for all this: If there's any mods you guys recommend, please don't hesitate to tell me! (unless it's a cheaty-mod!) Basically...this is it for now. All the mods I need. I will add many more mods to this game, whether this could be larger custom BAT schools/hospitals or fire/police stations. The only rule is: No Cheat mods or anything that gives me an "unfair advantage." If it makes the game harder however, then I'll take it! The Beginning... We start out on a large map, with plenty of land for 1 million sims, and a beach south east. It has lots of forests, a few small hills and large plains. The only downside is that the location of the map is highly conductive to supe