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BAT Projects - SimGoober

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As always a masterpiece.Keep up the excellent work and thanx.

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Date: 1/30/2006 10:44:05 PM Author: SimGoober

Spent the last 2 hours playing with this... getting closer to where I want it.  The ground texture is still temp.. it's close to the right tone I think, but obviously needs work.

Coal%20Mine%2005.jpg
 
 

 

I really like the texture you are using for the gravel/ground layer - but I especially like the coal texture - but as always your work is never flawless! 3.gif

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Date: 1/30/2006 10:44:05 PM
Author: SimGoober

Spent the last 2 hours playing with this... getting closer to where I want it. The ground texture is still temp.. it's close to the right tone I think, but obviously needs work.


quote>
&
Wow.That is really realistic and I could imagine a mine having up to 350 workers or anywhere to a 1,000 if its big enough.Really great detail and I can now plan a new mining operation in my CJs.
quote>

Going strong! I can't imagine the kind of work you are putting in on this. And for strangers, who knows how far apart in the world.

Now for some ideas: The other ground temp you had was much better. The closer to bare dirt, the better. For some odd reason I dont like that fence...but a chainlink of some type is great.

I can't see the admin building, but perhaps simply your life a bit and just combine it with the garage building so it is one big long building. Swing the propane tanks to the other side (thus, you organize it so that the admin and crews can access the man trip and the yard guys can move their trucks and access the tanks without crossing paths).

Also, I realized the two things that are missing that should be pretty easy to put in: A parking lot and a utility wire or electricity transformer of some type. As for lighting, there would be some minimal lights on poles and a small string of lights going towards the inside of the tunnel.

So, I dont know if you all know about the Library of Congress' website called American Memory but its worth a look any time you need inspiration. I specifically scour the section with the Historic American Building Survye (HABS, or Built in America collections). There are a few images:

lec04303r.jpg
This, I believe, is what you are striving for. This is the Eagle Mine. Stuff is lined up along the right hand side, while on the left hand side of the cleft is the little belt coming up out of the ground. In the center (that little rounded hole) is where the man trip goes in. (I still like your creation better - the belt tower and water tower give it more interest. Plus I like the fact that you have shot the difference between a more upscale and more rural mine. I would hate to see my dad working in one of those trailers...)
http://hdl.loc.gov/loc.afc/afccmns.lec04303

What those man-trips look like going into a mine tunnel:
http://hdl.loc.gov/loc.afc/afccmns.lec12905

A great picture of a man trip and some of the random stuff on the ground:
http://hdl.loc.gov/loc.afc/afccmns.lec12804

Lots of wires and electricity:
http://hdl.loc.gov/loc.afc/afccmns.lec12715

Just for kicks, imagine riding in a car like this?
http://hdl.loc.gov/loc.afc/afccmns.lec12713

To give you an idea of how the lighting looks:
http://hdl.loc.gov/loc.afc/afccmns.tec0231

Anyway, thank you so much. Whatever you do is great! But to address the statement made about jobs - this would be a site that would host a smaller amount of workers (although this could be an operation that has several entrances), so setting it at 300 would probably be the max. I would also set this as a landmark (not a growable) for something that makes sense in simoleons - does 10,000 equal 1,000,000? Then this thing would be something like 50,000.

Well again, this is a real treat. I can't wait to see how it comes out. Let me know how I can contribute to the cause for this work.

Aaron
1.gif

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SG as usual your work is jaw dropping.

Upon looking carefully there is one small detail I think would really push the realism. That would be wheel tracks.
 
I can't wait to see the final version!

Flexible Games, my favorite type of game, also the name of my YouTube Channel *:)

https://www.youtube.com/c/FlexibleGames

 

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Yes Sir you hit the nail on the head.Excellent as always.44.gif

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wow thats good, but a mine near me has a really high elevator shaft. It looks amazing!!

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I really like it...the detail, textures and all is really good! Everything looks dirty, etc. I do think it is a bit too small...It looks about 3x3...how big is it? It looks great, I just think for realism it should be just a bit larger...

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Awesome job man! But i have i sugestion though, how about puting another truck by the entrance so that it looks like the lot the trucks are in motion. That would be pretty good looking.

Thanks

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Whoa! Am I glad I had a peek in here! The bats are very well done. And you've pulled off the lot concept beautifully.

One thing that I see happening in the name of realism is that some batters and lot builders are making things larger and larger as time goes by. With that said - The scale of the mine looks about right to me. I take into account the picture you've presented, the piccture that acornhp posted above, and the other Simcity industries in the game. Now if it were an open pit mine - then - that would be different. Notwithstanding that Maxis scale was all over the place to begin with.
 
Hey Goober! One question. Will it be possible to tie this into the rewards system? Let's say - make this lot available to a player is he decides to have a coal power planet in the city or has three cities in the region that use coal power. One could go the next step and have an oil fields and refineries if the oil powered plant is chosen as the cities electrical source ... etc. . .  don't know if it is possible. 
 
Best regards - Jim Myers

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    The model will take up a complete 6x6 lot, no props.  So lot making will be very fast... lol.. as to modding, I'm not 100% sure which way to go there.   I will make it growable, just because I prefer growables, but also a plop.  I have considered making it a reward plop, but am still tinkering with that direction.  I have a couple other related lots in mind, so may play with those and see where this ends up.

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    Date: 1/31/2006 12:24:37 AM
    Author: Buggi

    SG as usual your work is jaw dropping.



    Upon looking carefully there is one small detail I think would really push the realism. That would be wheel tracks.




    I can't wait to see the final version!
    quote>

    SG,

    Amazing. Just amazing. its great to see it all come together. I hope you consider some sort of tracks for the trucks.

    Glad to see it all. The admin building is great. The tanks, the loaders, the...well everything is just awesome. I hope to see a night version with the flood lights on.

    I wish there was a BAT for macs, but I guess not. Perhaps I could use the Virtual PC, but where would I download BAT from? How do you start such a process? Or is it a secret? Are you an architect, graphic designer, or such? If you decide for something bigger, let me know if I can be of any help. (Gee, is there a business for this sort of thing - AcornHP, historical researcher for SimCity Lots and Bats....)

    Wow. Any thoughts on its release date? I can't wait to plop this one. Perhaps in the description page you could tell people that they should consider putting this near a hill side or mountain to replicate the type of entry way properly.

    Thanks again,
    Aaron 44.gif

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    Date: 1/20/2006 11:16:24 AM Author: SimGoober
    Again, he did a very nice job on the origonals; my expansion to them is meant to be an expansion, not an improvement.  I hope noone sees it otherwise.
    <ahttps://www.simtropolis.com/idealbb/files//Jeroinij%20Reverse%20Overlays.jpg align=baseline>

    SG,
     
    I woke up this morning and what did I find?  None other than Deadwoods, creating an expansion on your original BSC Parks pack.  I posted that you were creating some more reverse overlay textures, so perhaps he could even use them.  I'm not sure if you guys were aware of what the other was doing, but, either way, it will essentially accomplish a similar (if not altogether the same) goal of expanding your great parks pack!
     
    See his thread here.

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    Date: 1/31/2006 8:53:27 PM
    Author: SimGoober
    The model will take up a complete 6x6 lot, no props. So lot making will be very fast... lol.. as to modding, I'm not 100% sure which way to go there. I will make it growable, just because I prefer growables, but also a plop. I have considered making it a reward plop, but am still tinkering with that direction. I have a couple other related lots in mind, so may play with those and see where this ends up.

    quote>

    6x6 actually sounds just about right...it just looks a little small on screen...Need me to make the lot for you? 3.gif Oh...and also, I am not sure how well this would fit in as a growable...

    Also, thanks for the DEViant tribute lol...I found that quite amusing...18.gif

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    Goober Gen Mine No.29 looks awesome.44.gif

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    That looks great SG... you seem to have all the little details down, nice job!  The tires, the barrels... it's great!!

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    Looks great!  I plan on putting it next to one of your strip clubs, so the workers can visit during their lunch breaks!

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    Will the workers take a bath before they visit your stripp club???25.gif

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    Looks great! I've just noticed one little texture issue: the grey texture on the solid L-shaped wall in the corner of the lot is obviously tiling which irks me slightly.

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    Date: 2/1/2006 11:11:32 PM
    Author: SimGoober

    Here it is, version 29 (yes, literally)... and another render. I think I'll be happy with it this time. I hope...46.gif



    Coal%20Mine.jpg

    quote>

    Yes, sir! What was it? Goober Gen Portal #29, The Little Acorn Mine? Is that FAR too self serving. How about the Eagle Mine (since I think they look similar.)

    I'm ready to see it on my city! Great stuff!

    Aaron

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    Simgoober, first off I want to say I'm incredibly happy that you keep on churning out those brilliant buildings. You're amazing!
    I'm one of your biggest fans 3.gif

    But I've a question 1.gif
    And I'll just blanatantly quote myself from the frontpage, about you're canal add-on:

    Very, very nice!
    Although I'd wish they'd have just a slight park effect (not much, just a tad).
    But, nonetheless: Brilliant! Maybe an idea: The base pack has a 'high wealth'-piece (the brown 3x1's)[Edit: The Canals Terraces], but it's only a straight. Maybe make some corners for that? 1.gif
    quote>
    I think the high-wealth piece in the base pack already has a slight park-effect? Or not?
    If so, I'd looooove to see a 'high-wealth' add-on 1.gif
    (Basically an inside and outside corner and a 1x1 piece)

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    I will look into that.  One thing I tried to stay clear of was making the canals too much of a cheat.  While laying out canals, you tend to use a bunch of individual lots, and the cumulative YIMBY effects can get very high, making the area around them almost super-desireable.  But a pair of corners wouldn't be soo bad.  I'll look at it in bat and see what works.

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    The coal mine is in testing, and as soon as we confirm the growable, it should be ready for upload.  in the mean time, I have stared another mine, this time for Iron Ore.  It's coming together sort of organically, and I'm not really sure what the final layout will be.  The angled structure is the elevator for the workers; it has moved at least 6 times, and been at several angles... lol

    The idea here is the ore comes out of the ground, and is loaded directly into trucks.  I might try rail too, but am not sure.  For that I would have to make this as props, and put it together in the LE.  Depending on how the lot ends up, it may not be practical.
    <ahttps://www.simtropolis.com/idealbb/files//Iron%20Mine%2001.jpg align=baseline>

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    I really like where this is going.Between CSX,BSC and PEG ,SC is going small town with Mining as the Industry.

     EA may have given you tools but it's folks in this community that are going bring SC alive.Your looking at the next version of SC and it ain't going to cost you a dime.44.gif

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    Date: 2/3/2006 11:13:23 PM
    Author: BlackBeard

    I really like where this is going.Between CSX,BSC and PEG ,SC is going small town with Mining as the Industry.



    EA may have given you tools but it's folks in this community that are going bring SC alive.Your looking at the next version of SC and it ain't going to cost you a dime.44.gif

    quote>

    I agree completely.

    Anywho, SG you have the perfect hoist house. If you took that, enclosed the base (the bottom rung of the hoist) and attached that to the side of a building it would work for iron ore, coal mine, anything that is below ground.

    Amazing buildings really. Keep it up! Now we just need to get the map makers to work on a Coal Country (or iron country) type of map.

    Aaron44.gif

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    Thought I'd throw in a pic of one of the new canal pieces in operation. I use the culvert quite a bit to start a canal...

    SG_culvert.jpg
     
    In this configuration the mossy look on the top of the culvert works nicely.44.gif

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