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  • Undella bay. a city story.
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  • NAM 32 won't install
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  • A New State Will Rise SOON !!!!!
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  • The Begining Of A New Age.....
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  • The New Beginning
  • Anvers, Diamonds and Containers
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  • The & Region
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  • Gallivare
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  • The New Frontier - A SC4 City Journal
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  • THE UNITED SIMNATIONS (Est. Jan 2006)
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  • (SC4)。Gwaanjyut。関越。
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  • FUTURE CITY JOURNAL
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Found 24 results

  1. Replies: Abrams124: My gut feeling is that many of the CS mods -- especially the flora and the ploppables -- were inspired by the extensive SC4 MMPs. Silur: Thank you very much! korver: Glad to here it. Yeah- fantozzi has made some very useful parks which are very versatile. In a later entry I utilise some more of his parks. JP Schriefer: Thanks! SimCoug: This is the most I have ever used of c.p.'s diagonal homes- they are THAT good! Akallan: Cheers! _Michael: Yeah I will flip pictures to add some variety- even when there are diagonal roads. Thanks a lot for your comment. MissVanleider: Thanks for that and also thanks for providing that link. Fantozzi: I do do detail but some things are purely accidental- like that little car you highlighted. In fact I did not even notice it until you pointed it out! Takingyouthere: Thanks! I've found some residential and tree filler combos which mesh together well: they share similar ground textures, they share c.p.'s trees and they both add a lot to the woodland feel of certain suburbs. kingofsimcity: Thank you! I've found particular residential lots and tree filler lots which make suburbs super green. I first discovered these combos when I was creating Erinsberg. tariely: It's all about the diagonals! 9gruntsand1hammer: All the residential buildings are grown. All the commercial and industrial buildings are plopped. Quite often plopped residential buildings quickly dilapidate and become abandoned- I believe it is a game glitch. TekindusT: Thank you very much! {---} Part 3 of the Finale: Grasmere Industrial Estate For the next part we come to my favourite thing with SC4: industry! {---} 1. In particular this part of Grasmere is in the southeast. 2. With any industrial area railways are always important. 3. This is one of SFBT's industrial BATs- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2925. 4. By adding T Wrecks IM IRM fillers (the car park pieces) and placing PEGPROD's tree fillers on the outside it gives this factory a more impressive footprint. 5. 6. To the top of the picture is one of my standard MMP combinations: Chrisadams3997's green rye grass mixed with girafe's feather grass. The feather grass is placed first then the green rye grass is placed second. This gives the appearance of a fallow field which has been allowed to grow for some time. 7. The 2x1 houses are from jen_p's BATs- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1346, http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1341 and http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1328. VERY useful urban fillers! 8. 9. 10. This huge factory is one of SimHoTToDDy's most mightiest industrial creations: http://community.simtropolis.com/files/file/25332-bsp-fisher-body-plant-21-maxis-night/. 11. 12. The Chelsea Mills Grain Elevator, a great industrial BAT and perfect for adding onto a railway! This works in either urban or rural settings. Found here: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1367. 13. 14. A grimy but effective industrial building (and disposes garbage too!)- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1621. Citynut sure knows how to make great industrial BATs! 15. 16. 17. Another amazing Simmer2 relot of a classic industrial BAT: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3384. 18. 19. 20. 21. Another yuge mosaic. 22. 23. Making use of Simmer2's rail sidings- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3332. 24. {---} This Tuesday doubles down on the ruralness- a brief tour around Skeeby, a small village, and the surrounding fields.
  2. Replies: Abrams124: Yep, once more unto the breach! _Michael: Having a smaller plugins folder helped. About three months ago I had deleted everything in the plugins folder and then rebuilt it. CT14: I utilised a very heavy MMP approach for several non-farming areas, part of this was inspired by Fasan's Krokanien MD on SC4D. Fasan often used MMPs to expand building profiles and create scenes to the sides of and to the backs of buildings. JP Schriefer: Thanks; I realised it would be the best way to bow out- one last city tile with large but highly detailed scenes. sunda: Thank you! Akallan: raynev1: With the ruralness cranked to 11! tariely: The grey road is a road texture lot found in Bipin's Industrial Essentials- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3086. The cool thing about it is that it gives the appearance of driveways ACTUALLY connecting to the road! feyss: It's a large finale. mike_oxlong: Keep an eye out for the links I will posting in this entry and the remaining nine. I'm going to be revealing a lot of tips and secrets about how I create these rural areas. korver: Cheers! {---} Part 2 of the Finale - Grasmere East The tour starts with Grasmere East. This is the first part of Grasmere that I completed and it all started with that grey concrete road... {---} 1. Grasmere East. 2. For the grey road I used the road texture lots found in Bipin's Industrial Essentials. 3. 4. 5. 6. 7. 8. caspervg's Oosterzele Recycling Centre- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3296. 9. 10. 11. kingofsimcity's Anyone For Tennis park facility- a very cool sports addition! Link: http://community.simtropolis.com/files/file/31324-aot-tennis-parks-beta-green-green-tennis-greens/. 12. And to the top-right is one of the relots from Fantozzi's The Big Paeng Theory, this is something I highly recommend for park fillers in both urban and rural settings. 13. One big-ass mosaic! 14. 15. These R$ diagonal houses are part of jmyers2043's housing set- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2822, while the diagonal fillers lining the road are from SFBT's diagonal fillers- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1197. 16. To the right are some of T Wreck's 5x5 housing relots- http://community.simtropolis.com/files/file/24639-stratton-apartments-multi-building-lots/. 17. For the fields I use MMPs from Chrisadams3997's RRP Pasture Flora (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886) and the various grass and flower MMPs from girafe. 18. And at the top is a park made from FrankU's Dutch Parks set- http://community.simtropolis.com/files/file/30548-franku-dutch-parks/. 19. I extensively used c.p.'s 19th Century $$ Houses http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=686. 20. 21. And to the top left is another one of the relots from Fantozzi's The Big Paeng Theory. 22. 23. {---} This Friday we move to the Grasmere Industrial Estate.
  3. Replies: Fantozzi: Every city tile I ever did always had a different feel to it, I always had something different. Usually each new city tile coincided with more new BATs and LOTs that I discovered, this helped to keep things fresh and reduce the recycling of certain BATs and LOTs. feyss: Thanks for that! As for the sports field it is one of these two: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1744 OR http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2307. At any rate they make for great fillers: urban or suburban or rural! MissVanleider: The traveller site was a genuine moment of inspiration. I was going to add in strictly trees to fill in the curved space but then I realised I had trailer MMPs. Lastly- thanks for providing the link! VicRusty: Cheers! sejr99999: Thank you very much! madhatter106: Thanks! raynev1: The finale will be good, I've gone all rural! As for the sci-fi novel- that will take a few years. Simmer2: arthurjr98: Thank you! metarvo: I needed something special for the 150th entry, I then realised that construction scenes are few and far between. It came together quite quickly as an interesting one-off. JP Schriefer: Thanks! kingofsimcity: Thank you! Erinsberg was good, but in the finale I still have a bit more to show and this is about just how rural SC4 can really get. heartattoo_gsc: Any of the IHT-, IM- and ID- addons can be used for orthogonal car parking. They won't be functional but they will look good, also MMP vehicles and Sims can be added for extra variety. mike_oxlong: Picture 22 is one example for the reason I spent so much time MMPing the top third of Erinsberg. The process of MMPing woodland created by the Cascadia tree controller required MMP themes which matched across the city tile. It was truly an industrial operation and it took a six-week period and ALL of my spare time in that period just to finish the top third. It was utterly gruelling and NOT something I recommend- unless you have lots of spare time to throw away. _Michael: {---} Highlights from Entries 151 to 154 So we've come at last to the final set of highlights, these pictures are all from Erinsberg. After this entry I will post another one this Friday to explain the schedule for the finale and of course reveal the special surprise. This entry is NOT the finale of my CJ! For now though enjoy these 45 pictures! {---} 1. Victoria's Quarter. 2. Victoria's Quarter. 3. Victoria's Quarter. 4. Victoria's Quarter. 5. Victoria's Quarter. 6. Victoria's Quarter. 7. Flander's Hills. 8. Flander's Hills. 9. Flander's Hills. 10. Flander's Hills. 11. Flander's Hills. 12. Flander's Hills. 13. Flander's Hills. 14. Flander's Hills. 15. Flander's Hills. 16. Flander's Hills. 17. Flander's Hills. 18. West Erinsberg. 19. West Erinsberg. 20. West Erinsberg. 21. West Erinsberg. 22. West Erinsberg. 23. West Erinsberg. 24. West Erinsberg. 25. West Erinsberg. 26. West Erinsberg. 27. West Erinsberg. 28. West Erinsberg. 29. West Erinsberg. 30. Chunder's Mound and the Griffith Observatory. 31. Chunder's Mound and the Griffith Observatory. 32. Chunder's Mound and the Griffith Observatory. 33. Chunder's Mound and the Griffith Observatory. 34. Chunder's Mound and the Griffith Observatory. 35. Chunder's Mound and the Griffith Observatory. 36. Chunder's Mound and the Griffith Observatory. 37. Chunder's Mound and the Griffith Observatory. 38. Chunder's Mound and the Griffith Observatory. 39. Chunder's Mound and the Griffith Observatory. 40. Chunder's Mound and the Griffith Observatory. 41. Chunder's Mound and the Griffith Observatory. 42. Chunder's Mound and the Griffith Observatory. 43. Chunder's Mound and the Griffith Observatory. 44. Chunder's Mound and the Griffith Observatory. 45. Chunder's Mound and the Griffith Observatory.
  4. Replies: Simmer2: Thank you very much! Tyberius06: Thank you! The factory is this one- And the train station is this one- mike_oxlong: Thanks for that comment. But I am moving on from SC4 since I am focusing on story writing. Also thanks for providing the links! Akallan: Cheers! MissVanleider: Thanks, and yes I suppose it would be Simcity China since the Lego blocks are probably made in China! philforhockey51: Thanks for that. I would suggest browsing through the forum version of the My SC4 CJ Scrapbook, a good place to start would be about here to answer your question- tariely: rural areas and low-rise areas and suburbs interested me more and more as I played SC4. Takingyouthere: The 2014 pictures are good, the 2015 ones are better and the 2016 ones is where I peaked. {---} Highlights from Entries 71 to 80 These pictures are from two city tiles: Broadsville and Weckum. Broadsville is where I experimented heavily with diagonals and industry. Weckum is where I fine-tuned the W2W city blocks and the eye for detail and consistency; consistency in the RCI was something which the 2014 entries of this CJ sorely lacked! These entries cover a six-week period from the first day of 2015 up to mid-February. The progress I made with rural design, urban design, W2W buildings, ground texture consistency and other SC4 areas was very substantial. I would go on to consolidate what I had learnt with the city of Annuq and go beyond that in 2016. {---} 1. We start off in Broadsville. 2. During the winter of 2014/2015 there were new buildings and lots to try out, a special shout out must go to nos.17 who single-handedly gave fresh life to malls, commercial strips and low-rise shopping complexes thanks to his great relots. 3. Though Broadsville was never properly finished there were many areas complete; the town centre for instance. 4. It was in Broadsville that I discovered diagonal buildings. 5. I tried out every possible combination and arrangement, suffice to say it was a very steep learning curve. 6. I learnt that the hardest part of creating city blocks with diagonal buildings is the fillers and the gaps between the buildings. 7. The other main area I finished in Broadsville was the industry just east of the town. 8. It was a chance to once more explore FrankU's warehouse set. 9. During this time I also discovered WorkingMan Productions. It was a small team who specialised in relots and rural BAT/LOTs. 10. The city tile of Weckum came about by accident. It was originally a testing ground for a new type of mod the IRM W2W, that is T Wreck's wall-to-wall Industrial Revolution Mod. The IRM W2W uses buildings and props to help create W2W industrial areas. 11. This is a very brilliant mod as it is super useful for creating an early/mid 20th century feel to urban areas. In those times factories and warehouses were often closely situated to homes and shops. 12. And back to Broadsville and the industrial area. 13. I wanted these areas to have more car parks and space. 14. 15. This area is a very weird mix of elements: highway lots, residential, alleyways and rural industry. But it somehow works... 16. Here I push to the limits Jestarr's BATs. It's all about how to combine them all together. 17. 18. 19. 20. And now for something very different; a Medieval town! 21. Here's the link for xannepan's castle: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3036. 22. The rest of the buildings are from Wallibuk who creates a lot of East European buildings which can be found on the STEX. For the castle walls look for the Slovak/Hungarian smalltown file. 23. This trick I picked up from Fasan (of SC4D). The trick is to plop in vanilla agricultural fields and hide their edges with MMPs. This simple method can yield some ridiculously realistic farming scenes. 24. 25. 26. And now back to Weckum. As strange as it may sound but industry as often been my muse in SC4, it was the first thing which pushed me towards more realistic city designs. 27. In early 2015 I was still figuring out how to create "realistic" cities. These days I don't even think about the realism anymore, now it's 100% aesthetics. 28. Yet more work on creating seamless diagonal fillers. 29. By this time I was heavily using T Wrecks 5x5 apartments to infill suburbs. T Wrecks is one hell of a relotter! 30. And another power station! 31. This big, black skyscraper was a happy accident, yet it came to define the city centre of Weckum. 32. The city blocks on display here are some of the first where I began making sure every building fitted. This greatly added to the time required to finish cities, while it also involved insane amounts of demolishing buildings still I got the right one. At least I managed to find the lotplop cheat though during this time! 33. And the completed city tile of Weckum. 34. 35. In an interview on the now defunct PLEX, Paeng stated how he would focus on one area trying to make sure every building, every fillers, every MMP, every lot, every square tile looked right and "fitted". Three years ago I thought this was obsessive, but I came to adopt this style during 2015. 36. It was in Weckum that I discovered how MMPs could complement urban areas. The cars in the back alleyway are all MMPs despite them appearing as props on those building lots; MMPs can help to give extra detail and spice in lots! 37. I also discovered Goofyguytpa's W2W buildings, these are invaluable for infilling urban areas! 38. Another thing I started doing as well in early 2015 was making sure the ground textures flowed smoothly. Ground textures trip up many SC4 players in their quest for realism. This became my strength in 2015 and I explored this even further in 2016 in both rural and urban settings. 39. 40. {---} In the next set of highlights there is a lot from Weckum and also from Annuq. It was in Annuq that I found a standard I was at last happy with- quality, ground texture consistency, good RCI placement and variety and all kinds of other factors.
  5. From the album Mayon Province !

  6. From the album City Showcase (S3-23-M)

    A petrol station in the city tile of Faverdale.
  7. Everybody need Corn! Have a look into my VID
  8. I would like to block some farm fields from growing. Yes, I know you can edit each farm building lot individually and remove the instances to the undesired fields, but that's going to be a really tedious process given how many farm building lots I have installed. I tried changing the growth stage on the 1x1 field lots to 255, but unfortunately the fields I don't want still grows. So as growth stage doesn't seem to work, is there any other way to prevent field lots from growing?
  9. From the album Tourist Attractions (S3-04-W)

    A good while ago, scientists discovered some ruins in a grove close to a river delta. It has been assumed since then that these ruins originated from a pre-Calidorian era (you might want to click here for more information), but, according to more recent research, these ruins might be remnants of Calidorian settlers from the early beginnings of the history of Calidores that had to abandon this place for unknown reasons, most likely an immense flood or lack of resources. Since their discovery, these ruins attract more educated Sims from all of the world, to see both the ruins and the way how nature tries to repair the damage humankind has caused by deforesting the area adjacent to the ruins.
  10. A good while ago, scientists discovered some ruins in a grove close to a river delta. It has been assumed since then that these ruins originated from a pre-Calidorian era (you might want to click here for more information), but, according to more recent research, these ruins might be remnants of Calidorian settlers from the early beginnings of the history of Calidores that had to abandon this place for unknown reasons, most likely an immense flood or lack of resources. Since their discovery, these ruins attract more educated Sims from all of the world, to see both the ruins and the way how nature tries to repair the damage humankind has caused by deforesting the area adjacent to the ruins.
  11. Replies: michae95l: Yeah I'm using the Berner Oberland terrain. I think it is one of the prettiest but it's the most unforgiving for placing MMPs, whereas the more earthier Appalachian terrain and darker green Sudden Valley terrain are much more generous in what you can get away with placing down MMPs. Leszczyk: By adding MMPs inbetween God-mode trees I can thicken the look of the vegetation. This is a very time-consuming process though, which is why it is taken so long to finish Erinsberg. raynev1: I'm not sure if I will be venturing into CS, I need to work out the mods first of all and check my computer performance. tariely: With the prop line mod and prop anarchy anything is possible with CS. Also there are colour correction mods which really improve the textures and give them SC4's earthy sheen. As for the story it was never about selling a million copies of a book, pure luck will decide that... kschmidt: Thank you! When it is all pieced together the MMPs will look even better. As for the stories you do have a point- disturbances are never good! tankmank: Thanks! feyss: Thank you! This is just a selection of other features which I have created in the Erinsberg foothills. metarvo: You have at least a dozen updates to look forward to, Erinsberg is a very detailed city. The inspiration for the MMPs was korver's SC4 CJ entries about Greece. Simmer2: SC4- Illuminati confirmed? Allegedly Hotel California is all about secret groups and cults. CT14: Thanks! With picture 13 it is probably the slopes and the shadows which did the trick. Cuyahoga: A lot of the trees are from Girafe. Blunder's Cascadia tree controller. Matt325b's houses. Berner Oberland terrain to name a few. Akallan: There still are quite a few SC4 pictures to be uploaded. korver: It was your entries which made me go crazy with the MMPs, so I thank you. Themistokles: My MD needs another 200 replies before it goes into the classics, I don't think the next dozen entries will achieve this but it doesn't matter. As for CS, well I think it is competing with SC4 and it is becoming the defacto city simulator for many players. Fasan: Thank you! I also borrowed from your MMP-heavy style. Dreadnought: I believe they will be found somewhere in the Cascadia Tree Controller dependency list- iTens: Cheers! sunda: Obrigado! Gosto de caminhar em áreas rurais , então eu recriá-los em SC4! Tonraq: Thank you very much! Hellken: That's the magic of Berner Oberland in high altitudes! Whte_rbt: There are three constants in the universe: death, taxes and Morn. Morn will be around lounging upon that bar stool. Those were a lot of comments! {---} Update regarding Erinsberg A lot of the green areas requiring MMPs are now complete, I am currently working on the north west part of Erinsberg and I reckon it will be finished a week this Wednesday. Then I will need a day, or two, to perform an inspection of the city, this is to pick up on empty tiles, erroneous buildings and other mistakes. So on Saturday the 25th of June I can at last start cranking out proper updates for Erinsberg. It's been a long wait and I never expected to take nearly three months to complete one large city tile, but it had to be done. In the meantime here are twelve further pictures to ogle at. {---} 1. More FAR roads. 2. Winding stone walls. Very reminiscent of the stone walls in the Pennines. 3. A lumber operation in process. 4. The Erinsberg foothills fall into the territory of a managed national park. There is a limited lumber industry and areas of mixed pasture/woodland to simultaneously graze lifestock and enhance biodiversity by creating such unnatural mixed areas. The rest is dense woodland with paths cutting their way through. 5. It's not just natural areas that I have been creating... 6. Part of the challenge has been creating primary industrial areas and to create the feel of a "working" landscape complete with low key industrial operations such as these. 7. Suburban diagonal utopia. 8. Rougher housing by the large industrial buildings. 9. A little FAR gem I built deep in the city. 10. Working class housing. 11, Medium density suburbs. 12. A diverse mix of commercial, housing, industry and green areas. {---} The next entry will be on the 25th of June, so all going well I will see you then. p.s. My city's save file is 66MG and I still have not got prop pox! MMPs do stack on those MGs!
  12. After deliberation on how and where to kick-start the transformation of the road and rail network, mayor Wournos III sent her road builders and landscaping artists to the least used roundabout, located in the South-East area of the county. It would require the least amount of work and would serve as a foundation on how to proceed with the project. Some of the pines in Rural Forest had to be cut down, nearly exposing the abandoned loading bay by the single-track-rail. New trees, mostly tall broad-leaf ones, were planted in and around the intersection to preserve the forest feeling the locals had grown so fond of. One resident was caught in the line of fire and had to have their entire property rebuilt (free of charge) because its original location interfered with a sliproad. The previously open fields South-West of the new intersection now serves as a small community with a few shops and farmland. One large field divided into two segments by a crumbling low stone wall were kept intact due to local demand. The fields serves as a perfect location for Midsummer celebration. Besides, who wants to live close to a highway? Lastly, the road team went ahead and tackled a not so unused roundabout. A few local farmers lost their land and a fairly used train station was demolished. Worst case scenario - more than just a few bits of rail will have to be rebuilt. Best case scenario - the train station is rebuilt a merely 30 metres west of its previous location. It's something for the rail builders to discuss. Meanwhile the flora keeps growing and spreading inside the second intersection.
  13. Replies: feyss: tariely: Thanks! My favourite field picture is the roses one, number 13. Dreadnought: Tahoe is also compatible with a whole ton of PEG's water mods to, anyway thanks for the comment. kingofsimcity: The dinghy is just spinning around a bit that's all! MissVanleider: The prop-poxxed city is about a year and a half old, so I don't regret what happened to it. kelistmac: In more recent cities I am developing I use more British and European buildings, but I do like mixing British/European with American. However rural areas will always be very British- stones walls, green fields and winding footpaths. MilitantRadical: The poor dinghy motorboat is simply spinning around, it caught the rapids at a bad angle. tankmank: It took some practice getting it right, but I still believe there is a lot more potential to be squeezed with different MMP combinations. A year and a half ago I couldn't do MMPing to save my life! kschmidt: Thanks, I definitely think the 1st rapids were a little bit too wide, but what the hell! Hellken: Cheers! {---} Update 116: The River Faver- Crop Circle and Campsite The journey up the River Faver continues, in this part the flood plains start to shrink the closer we get to the dam. {---} 1. Today's portion of the River Faver journey. 2. The crop circle. 3. Now it was probably the farmer doing some drunken prank... But really aliens. 4. 5. 6. 7. 8. Marshland. 9. 10. 11. The stone wall is not so much for the safety of walkers as it is for the herds of sheep which once roamed down this track many dozens of years ago. 12. 13. 14. The campsite. The track originates from Augill Farm. 15. For the river immediately upstream and downstream of Bassenthwaite Reservoir, I decided to use Diggis pond pieces for a smoother look. As such I picked the RFR river water because the water texture transition is less abrupt. 16. {---} In the next part of the River Faver journey we will come to the Bassenthwaite Reservoir, that's coming this Tuesday. {---} Bonus: FA industry, a picture taken from Erinsberg, another city I am developing.
  14. Replies: raynev1: Beats me, dem aliens move in mysterious ways... DavidDHetzel: Indeed it is, FA industry is the future for SC4. Only one field used SPAM MMPs though, the rest primarily use ChrisAdam3997's RRP pasture flora and girafe's flora. Dreadnought: Diggis pond pieces are rather MMP resilient, I don't think it is possible to do a proper transition between MMP water and Diggis pond water. gviper: Glad you like it! kschmidt: It is dedication. At first it is really daunting but when I get into it becomes rather relaxing painting the MMPs into fields. Schulmanator: Thanks! sucram17: Great! You will like this entry then. takemethere: I did something similar two years ago in this CJ but it was nowhere near as good. But I'm really not sure if someone has posted a crop circle before, then again not many on this site use MMPs for their agriculture. On SC4D that's different, those players are far more hardcore and I'm certain one of them would have created a crop circle. SimEMS38: Before you crown me "King" I suggest you look at the CJs on SC4D, the real kings of SC4 are all there. The realism and the MMP fields were directly inspired by what I saw on SC4D. However I don't think anybody has created MMP fields on the scale I have. As for what is next; a dam. tariely: They're not textures, just a whole bunch of MMPs which give the illusion of a texture. The FA building can be found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3298. kelistmac: Thank you! jmsepe: Cheers! {---} Update 117: Bassenthwaite Reservoir At last we come to the dam, the Bassenthwaite Reservoir holds back Thirlmere lake while ensuring enough water flows downstream along the River Faver. {---} 1. North of Bassenthwaite Reservoir is Thirlmere Lake. 2. 3. 4. 5. 6. 7. Let's take a look at the substation downstream of Bassenthwaite Reservoir. 8. 9. 10. Another MMP car park. 11. A pedestrian land bridge for hikers who walk along both sides of the River Faver. 12. 13. The River Faver is very wide immediately downstream from the dam. 14. A small crag of rock pushes up above the river. 15. 16. The east slopes along the Bassenthwaite Reservoir. 17. Another small island in the middle of the River Faver. 18. This and the next five pictures focus on the eastern slopes running past the Bassenthwaite Reservoir. 19. 20. 21. 22. 23. Scree slopes. 24. The A66 winds it way around to the West before swinging back to travel directly across the top of Bassenthwaite Reservoir. 25. Directly in front (south of) the dam are some additional facilities. The small building to the right is the main means of access to the power turbine room which is underground. 26. A dredging unit in the middle of the picture, a few times over the year pumps are lowered into the River Faver to suck up material from the river bed. 27. A culvert to the right to allow the River Faver to flow. Below these utilities are underground power cables which connect up to the substation a few hundred meters away to the right. 28. The remainder of the pictures will be following the A66 as it snakes it way upwards to eventually cross the Bassenthwaite Reservoir. 29. 30. 31. 32. 33. 34. I kind of forget about some smooth diagonal curves, but then that would have messed up the diagonal fencing! 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. And finally a mosaic of the area and the A66 climbing section. {---} This Friday I will post the final entry for the River Faver- Thirlmere Lake.
  15. Entry 39: The River Faver- Augill Farm and River Rapids The journey up the River Faver continues! {---} 1. The area being explored today. 2. 3. 4. The second set of rapids downstream of the dam. 5. 6. 7. 8. 9. 10. Time to explore some fields south of the rapids. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. Augill Farm. 21. 22. 23. 24. And now for some pictures of the fields to the south and east of Augill Farm. 25. 26. 27. 28. 29. A spot for fisherman. 30. 31. The first set of rapids downstream of the dam. 32. A small section of limestone pavement in the top of the picture. 33. 34. 35. 36. {---} The next entry will be posted this Friday, it will continue on the tour of the River Faver. {---} Replies: tariely: Thank you! Rocks do need to be placed in the rapid areas, and sometimes when things look a little monotonous. However for middle and lower-course rivers a more uniform water texture is required, in which case river embankment sets such as the likes of Mas71's should be used. Dreadnought: Thanks! The harvesting scene comes from Framly's RFR Maize Set- gviper: Thank you! raynev1: Cheers! MissVanleider: Sadly I did not resolve the prop pox issue, once there it never goes away. The last picture from Garforth represents my latest experiments with creating urban scenes. takemethere: For pic 11 I use girafe's berry bushes. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2888. As for pic 29, regarding the reeds, I use the the VIP Rural Pack- . lucasfg3: Thank you! With MMPs the mouse becomes a paint brush and the only limitation is the imagination of ones mind. airman15: Feel free to copy and emulate whatever you wish, I don't care if others copy me. The whole point of this CJ is to show new ways of combining mods, without lotting or photoshopping, to make the game look amazing. kschmidt: I'm not sure how the railway station could be altered, I don't lot or alter BAT models and props. Thank you for your comment! MilitantRadical: Laying down the RFR water was very quick to do, but adding in the river banks and creating different rural themes did take a while. Belfastsocrates: I think the hardest part is always the river banks, without good river banks the water can look unnatural. I got the populars from the VIP Rural Pack.
  16. {---} Update 114: The River Faver- B5289 Bridge and Double Meander This entry starts on the eastern-most point of the River Faver, in the city tile, and goes steadily upstream. Along the way we shall pass by various features in, and beyond, the river. So enjoy another very rural entry! {---} 1. 2. 3. 4. A vineyard. 5. 6. 7. 8. The B5289 bridge over the River Faver. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. Another vineyard. 20. 21. 22. 23. 24. 25. The double meander. 26. 27. 28. 29. 30. 31. 32. 33. {---} Bonus: A teaser picture from another city I have completed Garforth. {---} Replies: Mymyjp: Thank you! Dreadnought: I would like to say that a lot of the magic is because of the Arden Tree controller. The entire forest was created using it, the rolling hills differentiated the flora and certain small valleys and areas spawned grassy flora. kingofsimcity: Thanks! GoKingsGo: Thank you. takemethere: At least there is depth! Originally I wanted to keep more of the tracks but that just made the limestone lots stand out even more, and not in a good way. kelistmac: I have a steady hand! MilitantRadical: Yep. tariely: Unfortunately the fortress BAT includes those trees, it's all part of one massive overhanging lot. kschmidt: Cheers!
  17. Replies: nos.17: Cheers! The Big Z: Thank you, that's why I created it to put Threlkeld into better perspective. cmpd123789: Thank you very much. gviper: Contrast is everything in SC4. Dreadnought: It took a while creating the MMP fields and it also took some time making sure the homes fit in to, but it worked. ravnev1: That's one of my top goals- realism. artyom-ivanov: Those sidewalk tiles are paeng's bike paths. takemethere: I will check the distance of those pylons, I think they are at least twelve tiles apart. 12 by 16 is 192, so I think you are right; a roughly 200m distance is a little short. Oh well! kelistmac: Thanks! kschmidt: I'm glad you're enjoying it. michae95l: Thank you! tariely: Thanks! When I added in the allotments (or community garden) I thought it would fit in well by the railway, so that did pay off. As for the parking spaces well that's just a quirk of T Wreck's IRM filler sets. sucram17: Thank you! With MMPs I can truly grid-bust. {---} Entry 37: The Augill Fortress and the Limestone Quarry First off I'm going to say that I am not exactly pleased with the final result of the limestone quarry, I was using ionionion's limestone quarry BATs and these are tricky to integrate into the terrain. Still I gave it my best shot. The 1st half of the entry starts with an abandoned limestone quarry which has suffered numerous landslides after dozens of years of disuse, the 2nd half focuses on the Augill Fortress. Finally there is the mother of all mosaics which covers a rather large area of Augill Forest. {---} 1. The Augill Fortress and the limestone quarry reside in the Augill Forest. 2. 3. The abandoned limestone quarry has been a tourist attraction for many years. 4. 5. 6. 7. 8. 9. 10. 11. The Augill Fortress is built upon a crag which bulges up in the south of the Augill Forest. 12. The fortress, turned town, turned honey pot location 13. Though the fortress is a tourist attraction an order of Christian monks live here. 14. 15. 16. 17. The carpark for the tourists. 18. 19. 20. This country dirt track leads to the B5289. 21. 22. Like any country road it can be a real squeeze for two cars! {---} This monster of a mosaic took me at least an hour to put together. Assembled from 31 pictures, I decided to create this to give a better sense of the paths which wind around the Augill Forest and how the quarry and fortress link up.
  18. {---} Update 112: Esk Wood Holiday Camp and West Threlkeld In this entry we start to venture outside of Threlkeld and a bit to the west. Enjoy more highly detailed and MMP laden goodness! {---} 1. The west of Threlkeld. 2. 3. A small community garden resides in the centre of the picture. 4. 5. Allotments. 6. The pedestrian bridge over the railway is part of the WorkingMan Productions allotment set. 7. 8. A community vineyard. 9. The terraces are council housing. 10. 11. 12. The western most extent of Threlkeld contains a small industrial estate. 13. Using Bipin's roundabouts. 14. 15. 16. I love placing in big factories. 17. This T-junction comprises part of the main route from the A66 into Threlkeld. 18. Panning westwards now. 19. Greenhouses and a petrol station. 20. 21. 22. Here are some fields west of the industrial estate. 23. The Esk Wood Holiday Camp. 24. This holiday camp is placed at the foot of Esk Pike. 25. There is a functioning farm and the main building is a small hotel to cater for a limited number of tourists. 26. 27. 28. This track commences the start of the southern approach to Esk Pike. 29. The entrance to the holiday camp. 30. 31. And a mosaic because I am feeling generous today. {---} Replies: tariely: Cheers! Here is a link to that gated community if you, or anyone else is interested, by it- http://workingman-productions.co.uk/downloads/shore_doc.asp. Look for "WMP TenBrook Estates". Tonraq: Thank you! MilitantRadical: Thanks, the gated community is one amazing lot, but it is hard trying to fit it giving its colour scheme and layout. raynev1: Ha ha! The god of gods, because every SC4 mayor is actually god. DavidDHetzel: That would be one of paeng's creations. kschmidt: Thanks! The elderly reserve is simply a very massive lot with its own batted roads. {---} Thank you for the comments, they really keep me going and keep me inspired to try out new things with SC4. As for the next entry I will post it this Thursday.
  19. Entry 35: Threlkeld The tour of Threlkeld continues, today I show you the town's centre. This a highly detailed town, despite its small size, and I have packed in a lot! If you are wondering where the reply section is, well it is now at the bottom. I noticed a lot of CJers doing this you see. {---} 1. The area being toured today. 2. About top right, and to the left of the petrol station, is the town hall. 3. 4. Threlkeld station. 5. The next couple of pictures look at the meandering River Derwent which runs through, and in places under, Threlkeld. 6. 7. 8. 9. 10. To the right is the Esper Trust care homes- the large lot with the snaking diagonal roads. 11. It is actually a gated community for the elderly. 12. 13. A bike manufacturer in the centre right. Also adjacent to this building is a small locally run petrol station. The petrol station is one amazing diagonal filler lot! 14. 15. A bicycle training course. 16. At the top is the Threlkeld Marsh. 17. Though the lake is abundant, due to the marshy areas the name Threlkeld Marsh arose due to the locals calling it so. 18. 19. 20. The populus trees look amazing, so I decided to create alternating columns of them. 21. The populus trees come from the VIP Rural Pack on Simtropolis. {---} Bonus: A picture taken from Garforth, another city I am working on. This city is a testing ground for all the new mods I downloaded over the last several weeks. {---} Replies: raynev1: Thank you very much. The RRW is indeed amazing, my only slight complaint with it is the lack of RRW catenary support. I believe Rivit had a mod which allowed for RRW catenaries, but with a new NAM this mod has become obsolete. Dreadnought: Cheers! Also I did not realise the NAM 34 was so taxing on the CPU. kschmidt: Thanks for the suggestions, but actually there are enough crossovers on the railway tracks, the pictures simply don't show that. The catenary tracks simply came with the railway station, at this moment the NAM 34 has no catenary support for RRW.
  20. Base on Baardmans Bay map.
  21. Welcome to Elysian Fields Coming soon.