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SpecialEddie

Show us your City's Details/Close-ups!

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Hey, it's... ok, it is a dump. :lol: Very well executed, though - I hadn't expected anything else from you!

By the way, what is that brick factory that appears twice in your first screenshot? Judging from the style, it's cycledogg's work?

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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one of Paeng's Gas Stations, I love how it turned out when incorporated with some other lots. .

 

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Close up shot of one of Bobbos buildings (Hey @nos.17, I think this should be a future candidate for your relotting)

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The MMP brown grass makes a good Kudzu replacement.

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Saving the best for last!

EPn3VqU.png

 

 

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On 4/28/2016 at 5:24 PM, Takingyouthere said:

@antsel Sure is
YLqA5uc.png
Anytime I think of something infrastructure related(e.g. lattice towers, smokestacks, highway curves, hydro transformers/wires, water towers, rail & road tunnels, etc.) that's missing from the game and hasn't been made before or a design that I just really want to see, I just go and make it myself :)

 

Where did you get those parking lots on the lower right?

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Nah, the parking lots may be made from scratch. At the very least, starting from scratch wouldn't be more work than starting off the IRM fillers.

I noticed you have the farm "sidewalk" along the avenue in your "Empty Streets" picture - a pity, really, because I think the image could look much better with a proper sidewalk. You may already know that the sidewalk alongside an avenue is determined by the predominant development adjacent to it. This means that you can influence it with a few tricks.

For example, you could keep a row of 1 tile between the avenue and your farm fields, which you could fill with trees or trenches or whatnot.
You could also interrupt the avenue at both city exits and replace 1 tile of its length with one-way roads. This would effectively split the avenue in three parts: one side of city, inside the city, other side of city. Along the outer parts, the predominant adjacent development type would be farms, meaning that you'd still have the brown dirt there. However, the predominant development type alongside the avenue section that runs through the city would be low-density commercial, I guess, which would trigger the corresponding sidewalk.

The latter method is also useful when you want full sidewalk in the CBD, but a larger park at the side of the avenue further out in the city prevents that because you end up with more park/plaza/landmark-type lots (triggering narrow sidewalks) than medium and high-density residential and commercial (triggering full sidewalks).

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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On 07/09/2016 at 9:47 PM, DavidDHetzel said:

@Belfastsocrates whats that building on the left in the second to last pic?

 

That would be Bipin's fire station

 

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Perseus_flag_50px.jpg.06052654fd8c31089019fa85ba438bc0.jpg     The Viceroyalty of Perseus     Perseus_flag_50px.jpg.06052654fd8c31089019fa85ba438bc0.jpg

A unique nation fusing technological prowess and grandeur

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@Takingyouthere you know..that area with the Wall-es running around .... it could use some pipes going over the top and over in the corner.. where the cars are ... should be pipes, just sayin    :P   Nice I wouldn't have a clue where I was going walking around that place, guess that's why you got the robots

 

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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This is the most refined mix of industrial Maxis props and BATted stuff I've seen in a while.

*ba-dumm tsss*

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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Low Flyby in the valley

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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@Takingyouthere  Saturation? How about you...well I never... (jk pretending saturation is a bad word)   So you can vouch for the difficulty of getting the mmps to plop next to and over other mmps, like how some take up plop space, but some can be placed to overlap so you have to kind of plan ahead a bit as to which order to plop in, tip from me... the rocks typically go first and then the vegetation.    

I really like that water, I forget which one it is I know I came across it before, but my question is how big an mmp is it? 1/4 tile? is it a repeating plop like continue clicking and it changes? I decided on using the ppond mmp water because I like the color but I like that this one has visible turbulence and whitewater and plan on using it in the next region but worry about getting the direction of the water right

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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lol. But yeah, it's weird how some mmp's can be plopped basically on top of each other while others leave a space and it's necessarily even dependent on the size of the mmp. It's hard enough trying to get things to looks right without having to worry about whether you can even plop a certain mmp later on. PEG's mmp's are really good in that respect as they overlap really well.

The water is from RFR Plopwater Pack 1. It comes in 3 different sizes; 1/4, 1/2 and 1, two different transparencies and a 45 degree version. I actually tried it out last year but it just looked weird to me. It's like the water was just going all over the place in random directions :boggle: How the heck am I suppose make a river out of this I thought? But I was being too particular, that and I didn't take the time to cycle through and learn how to make use of the different textures. That's why you have to plop the water first with this mod. Gotta decided how it's going to meander and how wide you want it to be right off the bat and then work around that. And while it makes sense to try to make all the pieces of water flow in the same direction, sometimes having the odd piece going at a side or 45 degree angle actually makes things more interesting.

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On ‎01‎/‎10‎/‎2016 at 6:23 AM, Takingyouthere said:

lol. But yeah, it's weird how some mmp's can be plopped basically on top of each other while others leave a space and it's necessarily even dependent on the size of the mmp. It's hard enough trying to get things to looks right without having to worry about whether you can even plop a certain mmp later on. PEG's mmp's are really good in that respect as they overlap really well.

It's not weird, it's modding :D.

MMPs being flora work much like the trees in the god mode flora brushes. So unlike props which use the occupant size to determine the space they take up, Flora has a complex set of properties that can be tuned to allow items to be plopped very closely together or not. I find it odd that you single out PEG's MMPs, because I find that they are a bit too restrictive in terms of the overlap. Most MMPs are created using another as a template, I always start from one of BadSims MMPs, precisely because the settings used allow for very close clustering of props. It does mean you have to go careful with the clicking though.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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