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  • (SC4)。Gwaanjyut。関越。
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  1. 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":
  2. Replies: _Michael: Glad you liked it all! The MMPs make that possible- transitioning from heavy industry to rural fields. Silur: Cheers! tariely: raynev1: In these entries I explain some of my methods- including how I create the MMP fields. mike_oxlong: Thank you! As for these entries I will be posting them on Tuesdays and Fridays, regardless of whether or not they are on Simtropolis' featured page. feyss: I needed to create several mosaics per entry just to capture the size of the fields and where everything is. metarvo: Random oil wells are always nice! JP Schriefer: Thank you! sejr99999: korver: Thanks! {---} Part 4 of the finale: Skeeby Skeeby is a village just north of Grasmere, it is small and surrounded by fields. If you like MMP fields then this is the entry for you! {---} 1. The village of Skeeby. 2. The fields southwest of Skeeby. 3. 4. 5. 6. 7. 8. 9. The longest mosaic for this entry. 10. The south of Skeeby. 11. These 7x7 low density residential buildings are part of c.p.'s Victorian Homes- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3498. 12. 13. 14. Mixing SPAM roads with FrankU's Dutch fields: http://community.simtropolis.com/files/file/26080-simpeg-agricultural-mod-spam/ and http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3068. 15. 16. 17. 18. My MMP corn field. 19. I mixed grass from Chrisadams3997's pasture flora MMPs with that of girafe's narcissus MMPs- in that order. 20. These particular fields (vanilla Maxis fields) can be plopped when downloading this BSC LEX farm set- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=936. Either that or its in one of the dependencies to make this farm set work. 21. 22. Moving southwest from Skeeby. 23. 24. This MMP field was created by first laying down clover from Chrisadams3997's pasture flora MMPs and then adding girafe's narcissus MMPs. 25. 26. And this field was created by first using the grass from Chrisadams3997's pasture flora MMPs and then adding brown dirt found in ionionion's OMCo Filling Gravel- http://community.simtropolis.com/files/file/25709-omco-filling-gravel/. 27. 28. 29. And that wraps up the tour of Skeeby! {---} This Friday the tour moves to the very centre of Grasmere and that is a big entry.
  3. 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.
  4. Located on the island of Cephalonia in the Ionian Sea, few beaches across the globe can compare to Greece's breathtaking Myrtos Beach. Due to it's remote and rugged location, the beach is completely inaccessible by foot - the only way to reach it is to traverse your way down a series of steep hairpin curves. Once you make it there however, you'll be rewarded greatly with pristine, warm Mediterranean waters, perfectly soft white sand, and of course, incredible views. Our journey gets started off with us making accommodations at a timeless Greek villa - our room overlooks the edge of the beach, giving us a fantastic view of the sunset. We'll be staying here tonight, and tomorrow we're off to the beach. We set off for the beach early in the morning, driving through endless fields of daisies and poppies along our way. However, just as we roll down our windows to take in the smell, the clouds darken and it starts pouring. It looks like our day at the beach could very well be in jeopardy. Fortunately for us however, it was nothing more than a quick rain shower. The sky eventually begins to clear up and the beach starts to come alive with tourists. We stake out a prime spot on the beachfront and soak up the sun - no better way to spend an afternoon! Myrtos Beach is more than just a beach - it's an experience. Activities such as hang gliding are extremely popular throughout the area, so we throw caution to the wind and decide to give it a shot. We make our way back to the beach just as the day begins to wind down. Once nightfall approaches, we get a little peace and quiet once the beach starts emptying out - being sure to take it all in one last time. A perfect end to our day. I hope you enjoyed your visit to Myrtos Beach! Don't forget to comment, like, and follow True Earth if you haven't already! -korver
  5. 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.
  6. Hello simtropolis, it's been awhile but after a long adjournment I'm finally back with some new content. For those who many not be aware back in October my SC4(and windows) hard drive(SSD) crashed. This eliminated everything I had created after entry 35 on this Journal. Feb 2016 was the last time I backed everything up(plugins, cities, pictures, etc) on a separate hard drive. Foolish, I know. It's not that I overlooked the possibility of a hard drive crash, in fact all my important personal stuff is backed up on separate drive and some of that is even backed up a second time on bluray discs. I backed my SC4 cities on weekly basis but for some strange reason at some point in time, I can't recall why (or understand), I moved that backup folder onto the SSD drive. So while I was still well prepared for save file corruption I was not prepared for hard drive corruption. The rest of what follows would probably qualify as TMI so I've have put it in spoilers since most of it is not exactly SC4 related and it kind of bogs down this entry. Most of you are understandably here for pics so this way you can get right to them. Note; Entry number 43 is reserved as a placeholder in case I'm one day able to recover the data that was meant to be shown in that entry. Now onto today's subject matter which will cover what is probably going to be the largest and most complicated interchange in the entire region of Pretoria - The 5 Point's Interchange. This interchange is located in the City of Calgon which is just west of Baycole and north of Dresden. It think I came up with the name Calgon from Calgary, but at this point I can't remember The interchange is the junction between Highways 700, 702 & 707 and as it's name suggests it is a 5 way interchange. This is the first RHW rebuild of this interchange. I say first because there is a second rebuild of the interchange which features no tunnels and is much more streamlined in appearance. But it's so different from this one that it's basically an entirely different interchange and this version is so massive that it would be a shame to not showcase it. edit* For a better understanding of the network I'm adding the regional highway map here; This entry was incredibly difficult to make. It seems the save file for the city is highly unstable/incompatible with my current plugins folder or something. In the process of rebuilding this interchange the game crashed about 50 or so times in the last several weeks which severely hampered my progress. I've encounter errors and crashes which I had never seen or even heard about before. The numerous ways the game crashed on me are listed below, I've also placed this in the spoiler to shorten the dialog that is relevant to the point of this entry; So where to begin with this one... how about with a map of the entire interchange and how it compares to the previous record holder of the title of the regions largest interchange - Spaghetti Junction. All maps are the exact same scale. Spaghetti Junction(newest & more compact version) vs 5 points. And the old Spaghetti Junction which was larger vs 5 points vs The 5 points <---- is north One of the reasons why creating maps of interchanges interest me so much is long ago even well before I ever played sim city when I was maybe 10 year old I was completely mesmerized by city maps and the most interesting part of those city maps were where all those squiggly and curved lines which converged in tiny areas - interchanges. Afterword I would create random huge interchange designs on paper, wish I still had those but they disappeared long ago most likely throw away as junk by my parents Ok let's go through the interchange from south to north starting from the 702 Northbound at the south portal. Highway 702 comes from Dresden and the South Shore borough of Pretoria. There is also one other(very large) interchange between the 5 Points and Dresden in Calgon that I'll show later. The 702 is highly congested at this point being only 4 lanes across. In the final version of 5 points this section has been upgrade to 6 lanes. The Fastraxx ME(Middle East) Commuter Rail line can be see at the top running underneath the highway in a tunnel before reaching Calgon (Central) Station while the L(Loop) line runs over the highway at the bottom of the image. For a refresher on commuter rail the network click HERE. Meanwhile ICR's freight line is on the right hand side of this image. Now here is where things start to get messy. The first lane at the top of the image is a local off ramp from the 702. Next is the EB 707 to SB 702 ramp. Then a local on-ramp, followed by 4 lanes of the 702 itself, then the NB 702 to EB 700/707 & NB 707 ramp and then finally a local off ramp. 4. (note: image number count does not include the road maps) The next off ramp is the NB 702 to WB 707 which takes you directly into downtown Calgon. Overview of the Southern portal to the interchange. 7. 8. The NB 702 to WB 700 ramp is the tallest ramp in the interchange and is 45m/148ft above the lowest part of the interchange about 50m/164ft above the lowest tunnel. 9. Crossing over the 700 Overview of the Eastern portal of the interchange. The 700/707 is up to 13 lanes wide in this section and from here continues on to Spaghetti Junction in Lindin City. Next we come to my favorite portion of the interchange, the central section. This maps shows the 7 levels of the interchange + arguably a 8th level for one of the tunnels. What little help this may be, it explains the purpose of each overhead ramps and the routing of the tunnels which are functional for cars and buses but not trucks. Yup it's a little on the complicated side 12. 13. 7 levels of interchange in one image. Can you make out all the height transitions in there? Hint; there's 13 Moving further north we get to the point where the 700 crosses over the 702 And then we get to the second big section of cluster of ramps. I'm not sure it would help to talk about which ramp goes where, probably best just to look at panoramic shots at the bottom of the entry to make sense of it all. 17. 18. The 700 crossing over the 3 rail lines with exit ramps going both over and under it, one of my favorite images 19. This would be the western portal of the interchange. Back to the 702 which now turns into a collector/express highway system. 22. This leads us to the final part of the interchange the northern gate and the boundary to Astoria, which takes us to the downtown area of Pretoria. 24. 25. Aside from those sharp level 3 RHW curves, which hopefully will be smooth out in the future, I'm quite satisfied with the look and compactness of this section. 27. You may have noticed a few other unusual things up there and kudos to you if you noticed all four The most obvious one is probably that one way bridge in there which might seem odd because it looks a little different from the rhw roads above and below it. I could of used a rhw overpass but then there wouldn't have been enough space to transition into the one-way road tunnel. I suppose I could of just built the rhw bridge just for eye candy purposes but I wanted to show the interchange in it's functional configuration. That is every path is usable by sims, although I'm having a heck of a time trying to get them to take some of those paths, seems they'd rather be stuck in traffic on local roads then take the express out of town. I had to use a subway portal where the level 3 RHW crosses the the 3 railway tracks. It might look a little strange but it's much better than the alternative. Seems the level 3 RHW can't cross over 3 consecutive rail lines, it drops to a ground level crossing for the one in the middle which would of course look ridiculous. Meanwhile the subway portal ensure functionality on the railway line in the middle since passenger trains can turn into subway turns and vice versa without issue. The freight line on the top remains functional as well. It was very difficult to create this interchange because of all the grade changes over it's length, which resulted in the irregular ripples on the maxis highway curve. For those who don't know grade changes and the RHW go together like oil and water, thankfully with each version of the NAM terrain stability continues to improve. The original footprint of the maxis interchange that came before was much smaller so the city was originally built without realizing that one day I would need much more space for an interchange. For the final version of the 5 points I'm building I completely leveled out the terrain and started from scratch againt to build a fully accessible version without the use of tunnels. Lastly I had to use one of the old 45 degree flex fly ramps because the new piece is one zone large(5x5 as opposed to 4x4). That tiny little difference would otherwise have resulted in major changes to the interchange and a large expansion of its overall footprint. I know many rhw users might of been fine with that since highway interchange are space consuming objects, but I pride myself on building the tightest possible interchange while using smooth curves and transitions as much as possible. I had to modify the NAM files in order for this legacy piece to still show up in game. While I can't plop them anymore they won't disappear, which is what would happen if I didn't modify the file and more importantly they are still completely functional. Next a few night shots to show that there is sufficient lighting around the interchange. Even though you may not know how to get to where you want to be you can at least see where your going! 29. 30. 30. 31. Now time for a little something I call the "eye spy" section... Let me know if you like this new section. 33. 34. 35. And finally, of course the mosaics. For reference sake I put the the original maxis version of the interchange that I set out to replace long ago in the spoilers below. 37. 38. 39. 40. 41. 42. Forgot to add the interchange Stats!Levels - 4All Highways total entrance lanes - 41Bridge Structures - 15Total Crossings, time sa highway ramp crosses another - 37(not including tunnels)Tunnels - 5Ramps - 26 FlexFly Ramps - 8 (2 - 90 degree/6 - 45 degree)Height Transitions - 33 Thanks for stopping by, it feels good to get the CJ up and running again.
  7. Our trip to Africa starts off in Lagos, Africa's largest city. Getting anywhere around town seems to be an impossible task with the never ending flow of traffic. Street vendors and hawkers are on every street corner, and the massive crowds of people everywhere adds to the congestion. In order to go anywhere, using the bright yellow danfos (buses) are almost a necessity - they're virtually everywhere in the city. But just when we thought the traffic was bad enough around our hotel - one of the local markets spills out onto the streets. This in turn forces one of the main roads to shut down and everything comes to a complete standstill for a couple of days. We're limited to touring the city by foot at this point, but at least we get to check out many of the beautiful goods that the local markets have to offer. After our stay in Lagos, we start traveling East - right into the heart of Congo. All the roads from this point forward are dirt covered - which potentially makes rainy season a real headache. Fortunately for us, we don't run into any problems for the time being. Along our way, we get to meet numerous tribes, observing their rituals and getting a chance to see how the locals live. The mud and thatched roof huts they call home have been a mainstay for thousands of years - and we can see why, noting their sturdiness and ease of build. Our next stop in our African journey is northern Tanzania where we take our Jeep through Serengeti National Park. The views from the ground are amazing, almost immediately spotting large herds of elephants, giraffes, and zebras. However, to get an even better view, we decide to board a hot air balloon instead. It's wildebeest migration season, and we get an excellent birds-eye view from our balloon - also finally spotting a couple of lions on the prowl as well. Once we get back on the ground, we finally start to make our way out of the park - but not before stopping a few times to let a herd of Giraffes make their way across the road. We board our plane and arrive next in Madagascar, being sure to see it's famous Avenue of the Baobabs. Not only are they perhaps the world's fattest tree, but they also can live for 2,000 years or more - they're truly marvelous as they tower high above us. However, just as we make our way out of the area, we're met with an unexpected surprise. We thought we left the traffic back in Lagos - but evidently we were quite wrong, getting stuck in a cattle traffic jam on numerous occasions. Once we make it back to the mainland, we travel a couple hundred miles West and make our way across the Zimbabwean border. After getting lost more than a couple times and finally getting some much needed help from the locals, we're able to locate Great Zimbabwe, nestled in the middle of the Zimbabwean foothills. Once the capital of the Kingdom of Zimbabwe, all that's left is a collection of ruins scattered around central and western Africa. Despite their current state, you can still get a sense of the power and greatness that these walls once held. Our final destination is perhaps Africa's most famous - Victoria Falls. One of the Seven Natural Wonders of the World, these awe-inspiring falls truly live up to the title. Once we get there, we're sure to try out a little whitewater river rafting - it's the middle of the high season and the river is in full force. However, there's still something that's a little more dangerous that we have to try out. Our tour guide takes us back up to the top of the falls, and we board a small boat to Livingstone Island near the middle of the Zambezi river. We slowly move our way across the lip of the falls, careful not to take one wrong step on any slippery rocks along our way. Finally, we reach our destination - the infamous Devil's pool. We take the plunge, and the only thing protecting us from a 300+ foot drop is a small submerged rock barrier on the edge. We take a deep breath, carefully leaning over the edge to catch the view of a lifetime. Don't forget to comment, like, and follow True Earth if you haven't already! Thanks -korver
  8. Replies: Tyberius06: My only piece of advice is to download the most recent dependencies on the WMP website. The way they lay them out is not good but it may explain the brown box you have with the roundhouse. There will be more highlights to come and the finale, after that the occasional picture every month in the SC4 forums. raynev1: Thanks a lot! As for the newcomers... Well it's all part of this consolidatory process, the photoshopping helps give a second lease of life to pictures two or three years old. Scicrus: Thank you! metarvo: That's a good point. While the wildflower areas you mentioned are an important part of my industry building methods; for all the concrete there is a surprising amount of grass and bushes. Urban Constanta: Cheers! BugeyedDragon: Here you go- tariely: Your admiration is appreciated! Odainsaker: That must be the "Vivid" photoshop technique I use where I increase contrast and lower saturation. Silur: Thanks! kschmidt: I always add that variety to ensure each CJ entry from that city feels different. I do have both airport and habour sets, however I have rarely used the airport sets, for some reason I could never get into airports. Well I'm greedy and wanted anything that looked good, so while it does mean a bit longer searching it does get quicker with practice. Thanks for your comment! Bipin: Your BATs and grungy pictures were a big inspiration for the industry, so thank you! {---} Highlights from Entries 41 to 50 And the journey through past entries continues! These selection of entries are quite important because I finally work out how to create some decent MMP scenes and I continue to develop my skills with the creation of city blocks and special areas. {---} 1. The city of San Widge. I completed this city in its entirety, sadly I had to battle prop pox to get the job done. 2. I also made improvements with the spacing within city centres. Less packed skyscrapers and more plazas, parks and car-parking. 3. One part of the World Trade Centre complex I created in San Widge. 4. I wanted to raise the entire city block to further elevate the Twin Towers. 5. 6. 7. At this point I began using Reddonquixote's BATs. 8. It was also the first time I utilised Mas71's river banks and river pieces set. 9. At the time best city parking set available was Hooha's parking sets, this was about two years ago before KingOfSimCity published his amazing parking sets. 10. Another first in my city design was creating a sunken RHW highway. This took many hours! 11. I also created some elaborate RHW interchanges AND decorated them too. 12. I was also learning from experience how to place various BATs and LOTs together. 13. 14. More often than not I was creating coherent scenes within the CBDs at this stage. 15. 16. And back to Grethor. 17. And yet more experiments with MMPs. 18. This was the first farm that looked reasonably realistic, before than I had relied on the building and the lot it came in, however here I add to this with different buildings and fillers- such as FrankU's greenhouses. 19. 20. This dark green grass came from Jeronij's MMP sets I believe. 21. 22. Here I was practising my mid-rise urban development; I often feel mid-rise areas are hard to get right because they need a lot of varying fillers to make the entire area look good. 23. 24. At the bottom left is a rather funny solution I found to the challenge of fencing FA roads. I decided to use Chrisadams3997's curved fence pieces to create a continuous fence, one which was not jagged or abruptly went from straight to diagonal. Whoever designs FA fencing deserves a Trixie or a spot in SC4D's Hall of Fame. Or both. 25. This was a preview picture of Townshead, a very important city which helped consolidate my SC4 skills. 26. And now back to San Widge. 27. I basically went nuts designing intricate railways networks within the city, and sunken railway networks and detailed railways networks with tree fillers, fences and retaining walls. 28. Here I combine Paeng plazas, Paeng parks and rsc204's diagonal filler set. 29. I think one of the strengths of this MD/CJ was combining different filler sets together and discovering how they could help to create a unified look or detailed look within a city area. 30. 31. The San Widge CBD at night. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. And now on to Townshead. When I focused on one particular area and became very selective about the buildings the quality produced was equal to anything shown in my more recent entries, say the last fifty. 43. I even began experimenting with adding the right texture fillers to "expand" lots. 44. While I took MMPing and natural landscaping within cities to a higher level, my own personal level that is, with Townshead. 45. Bladerunner. 46. There were still two problems: I still relied on sporadic RCI development and I did not have enough variety of fillers nor did I have the experience back then to really make the most out of what I had within the plugins. 47. But my MMP skills were finally starting to produce some good, consistent results. By the end of 2014 I knew how to create convincing rocky areas and forested areas. {---} For the next set of highlights prepare for urban architecture, seaports and the first of my MMP artwork (inspired in no large part by Fasan back at the end of 2014).
  9. After a brief absence, our journey picks back up on the small nation of Palau, an archipelago of over 200 small islands in the far Western Pacific Ocean. Numerous volcanic explosions many eons ago pushed coral larvae up and out of the Earth's core, forming a massive limestone reef - and the erosion since then has given Palau's islands their distinctive mushroom shape. As most of the 200 islands are quite rocky with palms and mangroves draping over the waters' edge, it takes us a bit to find a nice beach, but we're sure to enjoy it once we get there. Later on in the day, we get out our snorkels and explore the vast coral reefs that surround the island - making sure to avoid the many sharks that call the waters home. We get back on our cruise ship and spend the next couple of weeks making stops at various South Pacific islands, none of which however are as beautiful as Tahiti's Bora Bora. The small atoll was formed by a massive volcanic explosion some three million years ago, and has been slowly sinking back into the ocean ever since. The waters that surround much of the islands are extremely shallow, giving the the locals the opportunity to build structures directly on the water - which is where we'll be staying tonight. Our thatched hut on stilts provides us an up close view of the many bent palm trees and pristine coral reefs that surround the island, and we take a moment to enjoy the island as the sun begins to set. We board the cruise ship once again and 1,500 miles later, we reach Pitcairn Island. Pitcairn's history goes back to 1789, where Fletcher Christian staged a mutiny against the William Bligh, captain of the British navy ship HMS Bounty. Christian and a small number of other mutineers settled on Pitcairn - making Adamstown their main settlement. To this day, nearly all of the 56 inhabitants of Adamstown are descendants of the original mutineers, and a number of them will be greeting us when our cruise ship reaches the island, which is traditional when a ship reaches the small port. After a small dinner in the square, we take a look around the island - not much seems to have changed since 1789. Not a single car or vehicle can be found on the entire island, making Adamstown seem very much stuck in time. Despite fighting flying cockroaches and spiders for the majority of our stay in our one bedroom shack, we take a liking to Adamstown's charm, with it's unique assortment of pines and palms along with the pounding waves that never cease to stop. Our final stop in our journey across the Pacific is Chile's Easter Island. After getting off our cruise ship, we check out some of the Moai that dot the island as we make our way to Anakena Beach. Rano Raraku is one of the best locations to do so, and it gives us the opportunity to get up and close with some of the Moai - but not too close, as touching the Moai is strictly prohibited. Special thanks to Simmer2 for sending me the Moai models used in this picture! We finally reach Anakena Beach. Anakena is one of two beaches that Easter Island has to offer - the rest of the island is quite rocky and barren, making it a popular tourist destination. We're surrounded by wild horses, endless palm trees, and the sound of crashing waves once we get to the beach, and Moai statues face inwards towards the island to greet us once we get there. The Rapa Nui people purposely placed the Moai facing inland while they were being constructed some 600-800 years ago - to show that they were protecting and honoring the people of Easter Island. The mysterious Moai statues offer more questions than answers: how were they built, how were they set up, and how did the Rapa Nui people move the statues across the island? No one really knows for certain, so we just sit back and admire their greatness. After checking out the Moai, we spend the rest of our day lounging around in our inner tubes, taking in the natural beauty of the island. Easter Island is truly a one of a kind destination, and it makes for a fitting end to our South Pacific journey. Don't forget to comment, like, and follow True Earth if you haven't already! Thanks -korver
  10. Entry 1: So I've been playing SC4 for about ten years now and most of that time was spent with the vanilla version of the game. Then a year ago I saw videos of various mods and whilst aware of their existence I was rather discouraged about using them for fear of their complexity. Well after some disasters I finally learnt the art of building up a portofolio of plugins as well as managing them correctly. Over the last three months (after I had to remove all the plugins because I did a bad job with the management) I've downloaded about 3.6 GB of plugins: thousands of buildings, thousands more of props, NAM, SAM, X-ports, slope mods, maps, tree controllers, terrains, more utilities plus civic facilities, parks and all sorts. It's almost overwhelming the choices you have and I've only explored at most a third of all the content I have downloaded. So as such I am still experimenting with my new toys and this is why this CJ is going to be more like a scrapbook. There is no coherent narrative just various pictures of my cities, furthermore there will be all kinds of quirks, oddities, blips and bloopers as I mess around with this huge palette. I had various requests from my Simcity 2013 CJ about starting a SC4 CJ so here it goes. May I introduce the city of Tamboria (in bits and pieces!). This is part of Eastern Tamboria. Here is Tamboria's primary power plant, this is also an important regional power plant as well. And of course no city can function without an oil terminal... ... or function without substations either. It took me a while but I finally found a substation prop configuration which I found aesthetically pleasing. While NAM is pretty darn cool, I think the rail catenaries are totally awesome! Tamboria's main hospital, centre right.. Of course no city is complete without its recreational facilities. Behold Eastern Tamboria's sport's arena which serves both for American football and for track athletics as well. Complimenting the mayor's generous provision of recreational areas are the mini-parks. Whilst designated green areas are yet another means for overworked Sims to stretch their feet. Last, but not least, is the downtown WTC area. Well that is it for this first entry. The next couple of entries will explore Tamboria more deeply, so stay tuned! Apologies if the interface appears in some pictures or the grid is present, this is because in my enthusiasm to take snapshots I sometimes forget to minimize the interface. Please note that I will only be posting ONE entry per week for this CJ as I have very little spare time. Special thanks to all those batters, lotters and modders who have given hardcore SC4 players a mind-blowing plethora of new features. Finally God bless grunge concrete and the grunge roads of paeng's!
  11. The Leaning Tower of Pisa Pisa, Italy Originally built in 1173, this world famous bell tower began to tilt as soon as it was being constructed. Soft soil coupled with an inadequate foundation meant that the tower had to be built slightly curved just so it wouldn't fall over during construction. The tower slowly began to tilt more and more as the years went by, and by 1990 the tower was on the verge of collapse and had to be closed to the public. Numerous attempts at straightening the tower were made throughout the 1990s, and was deemed safe enough to reopen in 2001. Today, the tower stands at a 4 degree tilt. National Library of Greece Athens, Greece The heart of Athens comes alive at night. The National Library of Greece, built in 1829, holds one of the world's largest collections of Greek manuscripts behind it's impressive stone columns. Landwasser Viaduct Swiss Alps One of the most noteworthy locations on the legendary Glacier Express passenger train is the breathtaking Landwasser Viaduct, especially during wintertime. Standing 213 feet at it's highest point, it's one of the most picturesque locations in the entire Swiss Alps. The Pantheon Rome, Italy Perhaps the most well preserved building of Ancient Rome, the Pantheon remains to this day as a temple to the Roman Gods. The circular oculus at the top allows light to enter, as well as the rain and any other natural elements. While there's numerous ways to get to the Pantheon, you can't go wrong with the time-tested solution: a horse drawn carriage through the streets of Rome. Puente Nuevo Ronda, Spain Located in the Andalusia region of Spain, the mountaintop city of Ronda is split in two by the 390 foot deep El Tajo canyon. Connecting the two sides of the old town is the breathtaking Puente Nuevo (New Bridge) - completed in 1793, to this day it remains one of the world's most iconic bridges. Contra Dam Swiss Alps Opened in 1965, Switzerland's Contra Dam is one of the most impressive locations in the entire Alps. Most notably, in 1995 it was featured in the bungee jumping opening sequence of GoldenEye (one of my favorite movies of all time, which is why I chose to make it in the first place). Periodically, the two spillways on each side of the dam will open, releasing 1,300 m/s of water, truly an amazing sight. Special models used in this update: Heblem Dam Set Landwasser Viaduct Puente Nuevo Pantheon Fountain Don't forget to comment, like, and follow True Earth if you haven't already! Thanks -korver
  12. Jutting 11,020 feet out of the southern Patagonian landscape, the imposing sheer granite walls of Mount Fitz Roy makes it the one of the crown jewels of the southern Andes. Technically challenging climbing routes coupled with notoriously bad weather makes it one of the toughest climbs in the world, but the view from the top makes it all worth it. Day 1 Our journey starts off in the sleepy little town of El Chaltén, Argentina, right at the footstep of Mount Fitz Roy. Our group meets up to discuss our routes in the upcoming days - the weather looks like it'll be manageable, but in this part of the world, that could change in the blink of an eye. We set off for Fitz Roy, and we're immediately in for a treat. The fall foliage is in full swing surrounding the misty Rio Fitz Roy, making for an absolutely gorgeous view. We won't be here long however, as the terrain quickly starts to get much more challenging. After several more miles of walking, we start to approach the base of the mountain and get our first up close view of the surrounding peaks, Techado Negro and Aguja de la 'S'. They're beautiful, no doubt - but they pale in comparison to the peak we're headed to next. Nightfall begins to set in, so we set up our tents and call it a day. Day 2 The day started off fairly easily - a straight forward climb up the mountain. However, our plans quickly got derailed when a storm approaches us, making any technical climbing an impossibility. We decide to instead take cover in a rocky outcrop and wait it out. Conditions finally improved just enough for us to continue on - and we begin to make our ascent up near-vertical granite cliffs. We had originally planned on setting up our tents on a small, flat plateau a couple hundred feet away - but due to previous setbacks, we fall behind and the darkness combined with driving rain makes any more climbing far too dangerous. We're forced to precariously hang our tents off the side of the mighty Aguja Poincenot instead. Day 3 Conditions still aren't great, but we continue to push on. The granite cliffs are coated with a thin layer of ice and storm clouds begin to roll in, making things far more dangerous than we had originally thought. However, despite the conditions, we persevere and finally reach the peak of Mount Fitz Roy. We proudly set up our Argentinian flag and take in the beautiful view - it's just as good as you would imagine. Don't forget to comment, like, and follow True Earth if you haven't already! -korver
  13. In our first Greek update, we got to take a look at one of Greece's most recognizable natural wonders. Now, we turn our attention to some of Greece's most awe-inspiring, mysterious, and magical landmarks of the past and present. --- "There is nothing permanent, except change." -Heraclitus The center of the universe - the Tholos of Delphi "Bear up, my child, bear up; Zeus who oversees and directs all things is still mighty in heaven." -Sophocles Athena's temple - The Parthenon "Experience, travel - these are as education in themselves." -Euripides Born from ashes - Santorini "I never learned how to tune a harp, or play upon a lute; but I know how to raise a small and inconsiderable city to glory and greatness." -Themistocles The capitol - Athens "In all things of nature there is something of the marvelous." -Aristotle In the heavens above - Meteora Don't forget to comment, like, and follow True Earth if you haven't already! -korver
  14. Our journey through the Amazon starts off in Manaus, located on the Rio Negro in the heart of the rain forest. It's one of the largest cities in the Amazon - despite it's remote location, it's well worth the visit. We take a stroll down many of it's historic roads, enjoying some of the architecture - the best example being it's beautiful ornate opera house. The Amazon Theatre was constructed back in 1896, back when the surrounding region was flourishing from the rubber trade. Lots has changed since then, and unfortunately we'll meet some of the harsh realities quickly.. After our visit in Manaus, we board our boat and begin traveling north through the rain forest. Unfortunately, it'll take quite some time before we actually get to see the untamed forest, as deforestation has cleared out much of the land. Once pristine sections of rain forest have been replaced by the signature "fishbone" pattern for as far as the eye can see. The need for cattle ranching and crops means that many will do just about anything for more land, including slashing and burning whole sections in one go. Although the rate of deforestation has dropped in recent years, it can't change the fact that nearly 20 percent of the forest has been destroyed over the last 40 years alone. Our journey continues northwards, and we move from the Rio Negro to one of it's smaller tributaries, the Rio Demini. As the river undulates and curves it's way gently through the rain forest, we finally get our first true taste of the Amazon. We get a chance to observe some of the surrounding wildlife - a pair of jaguars being the clear highlight of the day. Once we reach the small fishing village of Lisbão, we get a chance to meet the locals and stock up on supplies as we continue on deeper into the rain forest. The river gets narrower and narrower the further we go along - and it leaves us less room for error as we continue our travels. Once we finally reach some rapids, the only way to continue onward is by foot. We were told that the local Yanomami people inhabit these lands - but after many days hiking through the deep forest, we thought we would never see them. Finally, right at the Venezuela/Brazil border, we catch a smoke cloud far off in the corner of our eyes. As we move closer, sure enough we see the roof of a shabono (their circular huts) peeking over the canopy of the forest - we've finally found found them. As we move closer to greet them, the situation quickly turns murky as they take out their bow and arrow. They've never seen outsiders before, and not knowing if we're friend or foe - they threaten to shoot. To dispel the situation, we offer a pair of matches and they cautiously accept the gift. After learning how they work, they put down their weapons - we've finally gained their respect. After hiking for weeks from small village to small village, we finally reach one with a small airport. They're offering plane rides over Angel Falls - an offer we can't refuse. The ride takes us over a number of tepuis in the Guiana Highlands - stunning for sure, but they won't compare to what we see next. We finally reach the falls a couple hours later - getting about as close as you can possibly get by plane. At over 3,200 feet tall, the world's tallest waterfall doesn't disappoint - it's truly an extraordinary view. Don't forget to comment, like, and follow True Earth if you haven't already! Thanks -korver --- Replies for "Scenes From Africa":