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SpecialEddie

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

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Every time I use the disconnector, got more convinced that the NAM team unadvertdly invented their own swiss army knife

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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@Thin White Duke can you please explain like I'm five? I can't tell from looking, how the disconnector comes into play. Thanks in advance.

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@CT14 The street junctions I made that make it seem like the residential lots are connected to the rest of the infrastructural grid in my city. Here's what it would look like otherwise:

0924824082.jpg

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 1947 - 2016 

 

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On ‎08‎/‎10‎/‎2016 at 10:08 AM, Thin White Duke said:

@CT14 The street junctions I made that make it seem like the residential lots are connected to the rest of the infrastructural grid in my city. Here's what it would look like otherwise:

Cool... I couldn't quite work it out either, this is much simpler than the trick I normally use with rail viaduct pieces, very useful. :thumb:

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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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This is a picture I like because it is what SC4 can generate in simulation (gameplay) with its stock buildings and props.  All I plopped here was the landmark museum and the roads, SC4 did the rest automatically.  Sometimes its interesting to see what amazing organization can happen at random.  This picture is from a large city tile that I recently completed as a demo of playing SC4 in complete stock (vanilla) mode without using any cheats, mods, or tricks.  I wrote a journal as I went along describing how I managed the gaming aspect of SC4 to realizing a successful large scale city that is functional, balanced, and attractive.

Gameplay_Demo_Closeup_02.jpg.1780c3ddc1f3ffd256776af7f06ba84e.jpg


  Edited by RandyE  

reduced image size
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On 10/12/2016 at 9:19 PM, Compdude787 said:

I'm not exactly familiar with the whole fake street junction method. Do you have to do it before zoning, or can you do it after things develop? If so, how?

Make either a T or 4-way junction, use the disconnector on one or more sides and it leaves behind a street connection that appears to be running into a lot. It should be done before either zoning or plopping a lot, because you need to drag the connection out before you can use the disconnector. Otherwise the stub won't appear and dragging it will either mess with a grown lot or simply not be possible in the case of a ploppable. 

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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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That lone Countach on the bridge is neat.

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I'll take a quiet life... A handshake of carbon monoxide.

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Hooray for custom foundations! The slope game would be so different if we had the possibility in the LE to line out areas that must remain level so that the game engine would adapt the remaining lot to the situation. Look at the swimming pool in the garden of that building halfways towards the bottom left - that would be such a case. Even turning off the "Orient to Slope" property for that prop (family?) would have helped a bit, but then again one edge of the pool may be floating in thin air... So yeah, drawing a "level box" around such assets would have been a great feature. Well, we got SC:S and SimCity instead because EA had moved themselves into a cul-de-sac with SimCity 4 and there was no way to get more out of this direction of the game concept, right? Right?

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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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I love it when people spot sloped swimming pools and turn it into a rant about how Maxis has failed us. Way to go, Kriechtier König!



 1947 - 2016 

 

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@tonyr Nicely composed , I like the fountain surrounded with those plazas and that is an interesting street layout in that scene . Sweet .

@Ln X The park above the Staple Center and the parking below looks fantastic . Nice job .

A wonderful mosaic and some incredible SC4 scenes . Bravo guys . :thumb:

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Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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One thing I particularly like about this scene is how you managed to integrate that smooth curve. Neat!

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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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